Guide and walkthrough for "Corsairs III". Guide and Walkthrough for "Corsairs III" Corsairs 3 Wind of Freedom Secrets

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

Management News

I don’t know what prevented you 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 that are quite familiar to us. A pricks by pressing the left mouse button. True, the control of the spyglass still hangs on the same mouse, so in battle you often stumble upon all kinds of fences while looking for how to get to the bow or stern in order to evaluate the enemy ship.

In general, the change in management had a positive effect on the process of moving around the ship or city. Boarding is worse, as running away is quite good. Not worse at all - bounce sideways or backwards. But turning has become somewhat more difficult - for this, the mouse is just used.

Fights, ground and deck

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, knipples, bombs and buckshot. 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. Knipples are great for heavy ships. One accurate broadside salvo - and the enemy immediately loses a third of his sails, after which he cannot run far. A point-blank volley, as a rule, clears the deck of such stupid outgrowths as masts. But using knipples on small boats is sheer stupidity. You can’t really damage the sails, but one day you will run into a volley of bombs at close range and consider 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 be decided far from in our favor, which must be nipped in the bud. In the sense - to reduce the number of thugs on board the enemy ship. And finally, bombs are an ideal tool against all kinds of forts, even when the enemy ship is easier to destroy than to capture. Do not forget that the reloading process takes a long time, so reload weapons in advance according to the expected situation. For example, following with a convoy, you are unlikely to try to board someone, so feel free to load the guns with bombs.

When choosing guns, it is worth dwelling on those that hit further, that is, on culverins. But the choice of material is not relevant until you need to storm the forts - then every gun really counts. In ordinary naval battles you often have the choice to keep fighting or leave. If everything is really bad with the guns, then just return to the port and fix it. But bronze will still be more reliable.

Looks like he's asking for money now.

Only a single vessel should be taken for boarding. At the very least, a couple. This is especially true in situations where you are confronted 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 advantage of the enemy already on the second or third ship.

The abortion itself is very simple. To begin with, we select the board where the crowd of our pirates did not run, and we begin to clean up the enemy there. Otherwise, you will be doomed for a very long time to swing a saber behind the backs of subordinates who absolutely do not want to let the captain go ahead. Here the choice is simple - we prick everyone who comes to hand. If the enemy decides to defend himself in a block, we chop. The battle with the captain is a little different. 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 the attack first. If you are very confident - apply chopping blows (V), but they are slow and give the enemy a chance to dodge. And if he managed to start such a blow a little later, then he will not only be able to dodge, but he will also give out full program. So an accurate calculation is very important here. It's much easier to stab until the end of endurance (if the enemy got into a block - chop, then he won't dodge), and then take a step to the side and run in circles around the cabin. And one day the health of the enemy will end.

And finally, the assault on the fortress. The easiest way is to take cast-iron culverins, charge them with cannonballs and stand in front of the fort. Under such conditions, they shoot a little further than the fort shoots. And this means that we are completely safe for ourselves to deal with protective structures. And all you need to do is knock out half of the guns. For thrill-seekers, an attack with bombs is suitable, but then you need to get as close as possible to the fort.

The people we manage

The hero has a whole bunch of skills. But that's the thing and the duck is that it is absolutely not necessary to teach them. Most of them will be learned by invited officers, who, although for a fee, will allow their leader not to spend points earned by hard battles on many things that he does not really need. Why do you need glasses? These are fencing and pistols (are we going to somehow kill the enemy?), tactics (normal pirates do not create a squadron, but you need to 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 item found. 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), and skills that are responsible for surviving 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 managing the ship.

First, it's a boatswain. For him, indicators of authority and boarding are important (he will increase them for us). But I have never seen a single boatswain whose authority score was higher than 1. You will have to download it yourself. Don't forget to immediately give the boatswain abilities related to boarding combat, otherwise it will be extremely difficult to board even the most frail and unprotected ship. In addition, the boatswain "expels" the sailors to the boarding battle, without him you can board and find yourself on deck in splendid isolation under the cunning giggle of the sailors watching your suffering from your own ship.

Navigator is next on the list. For him, the most important skill was, of course, navigation. We give him the appropriate abilities - the ship will gain speed faster and better relate to the absence of wind.

And they will never forget to demand!

Gunner deals exclusively with shooting issues. With it, your guns shoot more accurately (the abilities "accuracy" and "guns" have been upgraded).

The doctor deals with diseases and wounds, reducing losses from them. But he does it somehow very sluggishly, and, to be honest, I did not see any illnesses on my ship at all. I met them in the cities, but here the quarantine post stops in advance, and prudent people will not enter the city in the midst of an 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 right 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 in fact, a carpenter does his job only in a game that started with patch 1.1.

Finally, three fighters complete the list, who will help us in hand-to-hand combat. Just do not forget to give them new weapons, they are also mortal. A few more free officers are needed as captains for captured ships and as potential governors of the colonies. Given that they do not ask for money as passengers, buy them as soon as possible.

Team

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

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

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

But it is desirable to have gunners in a complete set - otherwise the guns will slowly reload and shoot poorly.

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

Unfortunately, there is not much to tell about the management of the colonies so far - too much does not work in them ...

experience and money

Let's start with the first one. After all, it is with the growth of experience that we will open up the plot and the opportunity to command new powerful ships. As they say, who is not experienced - he does not drive frigates.

The very first experience points can be purchased without even going to sea. To do this, you need to go around the entire initial city and talk with comrades with blue exclamation marks above their heads. Not that it turned out very much, but it’s definitely enough for the first level.

Further, it is better to get hired by the governor (which will bring an extra thousand a month) and begin to fulfill 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 points above their heads. This means private assignments, such as delivering a passenger or cargo, or maybe escorting a ship.

(Two pieces of advice can be given here. Experience for completion is given the more, the more you pay. Therefore, there is no point in wasting time on tasks for which even thousands are not paid. The second tip is to constantly remember where which port is located. This it will help you not to take tasks that are completely out of your way.This is 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 then an exclamation mark over “useful "comrade will simply disappear. With the right approach to the set of tasks, you will always find something to do, and on some islands there will be several "goals" at once. We hand over tasks where they were taken: if it is on the street, it means on the street, but for the building, obtained from the governor, most likely you will have to go to the tavern.)

The next most valuable entertainment in the experience will be getting into a storm. There points are obtained for the very process of being in the epicenter of bad weather. It is enough just to be there, and the points will drip 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 funds, then in this way you can quickly score a lot of points, which is especially useful at the beginning of the game.

Finally, the most popular way to upgrade your character was and remains the capture or destruction of enemy ships (or just passing by). Of course, there are “corrections” for complexity, expressed in the fact that the brutal drowning of a schooner by a manovar will not be taken very seriously. But capturing a manowar 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 the same category, although much more experience is shipped for them. But there you have to work hard.

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 is not even worth trying. Is it worth it to try to remember what to carry 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 delivery of goods. The same applies to the notorious smuggling, which was nevertheless introduced into the game with patch 1.1. The same trade, side view.

It is even more profitable to capture and sell ships, but it becomes somewhat affordable if you still change the initial Luger for something more decent. Otherwise, you won't be able to win much.

It is interesting: captains of surrendered ships also bring small amounts of money. Just do not forget to demand a ransom for them, otherwise there will soon be more of them on board than the crew. And when boarding, some schooner surrenders to the manowar 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 not at all clear. Therefore, after thinking, for a start, we were still given a Luger, which is still a class higher 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 battleship. Of course, we will note the first ones right away, they are of no use anyway, but the combat ones are subject to some discussion, although a lot about them has already been said in the first part of the game description.

It is best not to approach the issue of choosing a ship too radically. That is, trying to capture the battleship on some kind of luger from the very beginning. Most likely, this will end with 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 to get as many as three fighters to your team. Moreover, your soldiers will enter this deadly battle strictly in proportion to how many there are relative to the battleship. That is, little. 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: a luger, a schooner, a brig, a corvette, a frigate, something of the manovar class. Although, of course, one or more links in this chain can be safely skipped. But with this approach, you will not need to make excessive efforts in order to try to take the truly impregnable strongholds of the most powerful ships. In general, the corvette is ideal for hunting for other ships (and boarding them), the frigate is quite suitable for a shootout with even the most formidable monsters. But it is difficult to hunt other ships on a battleship or a manowar - they are painfully bad with maneuverability. Although it can be destroyed in one gulp. But the coastal forts must tremble before them.

It is interesting: the strangest ship is the manowar. It can achieve excellent speed with a tailwind, and at the same time, even with a wind blowing strictly to the side, it will drop speed sharply. Against the wind, he is not a walker 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 on a brig, you will be surprised to find that a stranger is much better. So in the table there are specific samples that I once came across in the blue sea or at the shipyard.

Table 1
Ships in the game
Name Class Frame guns Speed Maneuverability Hold Team
Combat 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 right there...

For the third part of the game, its passage is at least short. And this is despite the fact that the quality bar was very seriously raised up by the well-known to the general public modification of the Pirates of the Caribbean. After to offensive shortcut in the game you involuntarily think - was it the most addition? Well, okay - for now, about the Corsairs themselves. And hardworking modders will not keep you waiting...

Let's start by forgetting about the "five independent storylines". Whichever side we choose, everything will proceed the same way. Unless the pirates are initially at odds with everyone except the French, so the set of ports will be seriously limited. But this is not such a serious problem. And the choice between the heroes does not make any difference, except for whose loin part you will observe in front of you throughout the game - Beatrice or Blaze. Well, the rollers 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 out of the safe, tore it into a couple of pieces and launched it into the sea. Of course, the pieces could not just get lost and, like homing ballistic missiles, they sailed precisely to the grown-up children of the deceased captain. After 20 years. Where they roamed all this time - history is silent. But this accuracy is worthy of special mention. However, what to do with a piece of the map, our hero is still completely unclear, so we will have to patiently complete tasks from all oncoming and transverse ones and capture ships until we grow to level 10.

What is he doing! Beating a defenseless girl...

And with level 10 and the entrance to the first tavern that came across, everything will begin. The owner of the establishment who sees us will immediately take the bull by the horns, saying that he has some kind of rag for us. Inexpensive, only 800 coins. In the process of a deeply intellectual conversation, you can bring down the price to 600 coins, but then we can still 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 in the riddle are Saint-Martin and Martinique. Well, just above Martinique is the mysterious island of Dominica, where we have to sail and visit the local grotto. In this grotto, completely without any conditions for life, our half-brother / sister lives, who / 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 of his life left, we will be told a heartbreaking story about the precepts of his father, who wanted to create a great state of free pirates. Of course, this is taken from the diary that our step-relative inherited. During the conversation, it will be repeatedly asked to finish off the interlocutor, but we are not animals. However, little will change from such an action, so let him live for himself.

So, we got out of the grotto and went to Isla Mona. There in the tavern we will be told 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!). Here a surprise will await you, since it is impossible to predict what this figure will swim on. Most often it can be found on a battleship. But one day he set himself up for my manovar on a frigate. Moreover, during the boarding, he cowardly surrendered (!). But now we can, with a clear conscience, go to the tavern 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 champion in fencing, it will be very difficult to do this. Certain problems are created by his extremely small room, which makes it impossible to cut circles around it. But you can cope with it, and now we are going to the tavern again.

And there we will be offered to wait a couple of weeks, and then all the pirate captains will get together, after which we will be able to declare our will to them. So we swim somewhere these very two weeks, after which we return home and go to the management house that has already become our own. Pirate captains will resist our dream a little, but 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 camp of pirates. 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 dissenters in advance, because for some reason they themselves do not return them to the armory.

There is only one thing left - a long and tedious capture of all, all colonies. After that, you will watch an incomprehensible video about how many different events happened in this world with the advent of a pirate state, and ... we will be offered to play further. Only it will be a completely different story ...

The bug saga

In total, patch 1.03 remains the best for today. But even he is not spared 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 game mistake 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 a lot. Moreover, the wrong ship anyway ahead of time can't buy. This miracle is treated by selling the ship and buying a new one, it is unrealistic to exhaust these unknown where the existing reserves are. Also, this bug can work for all goods in general, if you press the “take all” button when capturing a ship. And then you may have reserves comparable to the world's.

The state of free pirates: how it was

Captain Sharp's wonderful dream of a free pirate state was actually tried to be fulfilled at one time and was quite close to success - but not in the filibuster Caribbean Sea, but in the Indian Ocean, on the island of Madagascar and the adjacent island 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, da Gama and Magellan: everything that was discovered west of the 30 meridian went to Spain, everything to the east, - Portugal. The "refined version" of this bull is known as the Treaty of Tordesillas.

By this bull, the Indian Ocean became Portuguese. But Portugal, unlike Spain, quickly lost control of what was happening, and the British were still timidly settling on the Asian coast. And 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 a long time - 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 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 collect the second one - Libertalia fell apart on its own. The state of free pirates fell victim to its own structure: the brave captains simply fought, and they were quickly suppressed by their neighbors. 1723 - Last year the existence of a pirate state.

Developer: Seven Winds
Publisher: Seven Winds
Released: 2009
Game site: 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 really saturated. A bunch of small generated quests (events) in which main character can take part. These are golden caravans, and extortion, and the capture of a famous person, and the capture of a ship carrying a large cargo, and much, much more!

Game Features:
1. At the beginning new game You will be given the opportunity to create your main character using the interface:
1.1. Choice of 5 trained heroes: Henry Morgan, Nathaniel Hauck, William Archer, Blaze Sharp, Beatrice Sharp.
1.2. Creating your own character - Choosing a type model from Bartenders to Unclean, self-written input of 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 to the service of pirates or other powers, just as being in the service of pirates you will not be able to serve England and other powers.

Some changes and innovations:
3. New generated quests:
3.1. Help of the Church;
3.2. Assistance to the Prison Commandant;
3.3. Transportation of items;
3.4. Search for items;
3.5. Ship escort;
3.6. Delivery of cargo;
3.7. Passenger delivery.
4. Now the world around is really saturated. A bunch of small generated quests (events) in which the main character can take part. These are golden caravans, and extortion, and the capture of a famous person, and the capture of a ship carrying a large cargo, and much, much more! Read about all this below.
5. Jungle situations:
5.1 When walking through the jungle, you may come across a wounded person who can be helped and receive a small reward or plus in 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 characteristics of ships.
8. Reworked system for selling ships at the shipyard. The higher the rank of the main character, the better ship he can buy.
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 the 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 class 2.1 ships - Upper deck -> Hold -> Gun deck -> Cabin.
11. Changed the process of capturing a fort. Now, after you destroy all the enemies in the first location of the fort, you have to fight in two more.
12. Variety of weather. In the evening and during the day, rain and steep waves are possible. In addition, one version of the morning weather has been added, for which there are resources, but not used in the game.
13. Jungle 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. Added evil spirits in dungeons and catacombs.
19. In the colonies, many locations of houses are now open, except for the pirate colony "Isla Mona". Almost every house can be entered. At night, of course, all the houses are closed.
20. Ability to search chests in houses, shops, cabins, etc.
21. Added location "Prison" on all colonies with a fort.
22. All brothels and moneylenders' houses are open.
23. Possibility of functioning of a brothel. In a brothel, to the detriment of the reputation of the hero's nation, you can gain experience.
24. The possibility of taking a loan and the opportunity to give money on interest from a usurer.
25. A large number of new melee weapons. Added firearm Musket.
26. New items, namely jewelry and idols.
27. Change in the process of searching the chest - If you were caught during the search of the chest, it became possible 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 can forgive you.
28. The "Teacher" lives on the archipelago, who for a certain amount can increase any skill by one point!
29. The teacher takes very expensive and does not sit in one place. He travels from time to time in the archipelago. Random rumor can give information about its location.
30. Reworked handling of hitting objects, melee and firearms on the counters. Now it depends on the level of the main character. It 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. Ability to build and improve your own colony on one of uninhabited islands.
35. Minor game changes. For example, reducing the distance between ships when leaving the map at sea.
36. Fixed some errors of the original "Corsairs 3". Various 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 called by the "R" key, as well as the "+" and "-" keys.
38. Voice of some teams.
39. Treasure map generator. The card can be bought from people resting 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 ability to find an excellent blade, a pistol, a spyglass, a locked chest, gold, etc. directly depend on the skill of luck.
40. In chests and treasures you can find the item "Chest". You can only carry one chest. You need to open them. A craftsman can open them for a fee, one per archipelago. The chest contains almost everything, from a death trap to several thousand piastres. Open up and find out.
41. Gold caravan generator. 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 the information will come across. Details in the game.
42. Disabled cheat codes.
43. Option "Thinking out loud". Used to start an assault on a fort from land, etc. The "Think Out Loud" option is invoked via the interface.
44. Added healing potions to restore health.
45. The ability to quickly use healing potions. It 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. Added four perks (abilities). 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 during fencing.
48. The church is now attended by parishioners.
49. Tenants appeared in the houses. Also, card sellers can be found in 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 the following - Exit from the colony -> City -> Residence. To get the loot (ransom), you still need to talk to the governor.
51. Possibility of theft. The chance of you getting caught depends on luck. To perform this operation, you need to approach the character at close range and select the Theft command in the list of commands in the upper left corner, after which the Theft 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 when stealing. Either you managed to steal unnoticed, or you managed to steal, but you were still noticed, or you were noticed right away.
53. Added the "Trickster" 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 search of the just killed character will no longer be performed. In addition, this option has advantages - everything happens automatically. It only comes out once. It is possible to disable or enable the search of corpses during the game. To do this, you need to call "thinking out loud", and in the desired dialog option, select the "Enable" or "Disable" option. If the search is disabled, it, in fact, will not be.
55. The ability to find and take equipment from the dead depends on luck.
56. Added perk "Experienced Smuggler", which increases the bonus to the price of smuggled goods.
57. The artificial life of pirates. Added ten famous pirates that can be found 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. The pirate can attack the main character in the sea.
58.4. You can accidentally find out about any action of a pirate from passers-by or vacationers in taverns.
59. The opportunity to serve the governor is available only after the completion of the storyline!
60. Added cuirasses. To equip them, you must have the Cuirass ability, as well as the required rank.
61. Possibility of extortion of money. It works in the following order: When talking with drunks in a tavern, they can let it slip that one of the main inhabitants of the colony has a lot of money. And we go directly to the rich owner of a tavern, shop, shipyard, or usurer. The chance that you will be able to knock out money depends on the rank and your luck and authority. Depending on this, the subject may call security, 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 dealt will be determined, as well as the energy consumed.
63. You can get 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 Caribbean Sea", as well as a couple of sounds.
65. Random place to start the game. Generated depending on the selected nation.
66. The chosen nation at the start of a new game only affects the starting location of the player.
67. Item icons have been redesigned.
68. Prisons now live up to their name, tk. now they are prisoners. It's kind of like decoration.
69. Guides have appeared in the 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 goods. "Alt" works with 50 units, and "Shift" - 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 walk around in the hold and cannon deck, creating the necessary atmosphere on the ship.
... AND OTHER!

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

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

Corsairs 3: Wind of Freedom- an independent add-on for the popular RPG "Corsairs 3", released in 2009. What is especially nice, the novelty is completely free, so you can download it from the Internet. The developers set themselves one goal - to make game world more exciting, deep and atmospheric. It certainly worked out. The add-on significantly changes the original game, allowing gamers to plunge even deeper into the abyss of adventure, danger and salty wind.

Game features

  • Five pre-made characters: Henry Morgan, Blaze and Beatrice Sharp, William Archer, Nathaniel Hauck. Each of them has its own history, unique characteristics. If none of the proposed heroes suits you, you can create your own - choose his characteristics, and also give him any name;
  • Significantly increased the number of ships and naval guns. Carefully study the characteristics of each model in order to choose exactly the vessel and weapons that best suit your requirements;
  • New story line, which will allow you to look at already familiar events from a new perspective;
  • Numerous randomly generated quests. The character may have the opportunity to attack a golden caravan, capture famous person, take part in blackmail political leader. During the second passage, the tasks may not be the same as those that were during the first one, which makes the game very replayable.

The plot of the game

Supplement "Corsairs 3: Wind of Freedom" does not have its own plot. But there are two storylines quests that allow you to visit many islands of the archipelago, learn more about the political relations and simple life of the inhabitants of the Caribbean islands in the middle of the 17th century.

The first line is associated with England. Having taken the oath, the character can no longer betray his country by going over to the side of pirates or some other power. The second line is dedicated to close interaction with the Coastal Brotherhood or, to put it bluntly, pirates. If you decide to go through this line, then become a notorious pirate, and all the ships of the powers, as well as their forts, will open fire as soon as they see you. Therefore, it will also not work to go over to their side.

Both quest scenarios are very exciting. But without additional missions, the game would be boring. Fortunately, the developers have thought about this. In total, more than twenty quests have been thought out for the game. They are generated and issued randomly. So, if you play for the second time, familiar missions may not get caught, but it will be possible to complete new ones that are completely unfamiliar.

Game results

"Corsairs 3: Wind of Freedom" is rightfully considered one of the best. Numerous quests, an abundance of ships, the ability to choose a character, appearance, the history and characteristics of which will completely suit you - all this makes the game even more atmospheric and interesting. So, downloading this add-on is completely free and you can recommend it to every fan of the pirate series.

1) Passage of the quest "Elixir Recipe".

We learn from the governor that Father Valentine 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 Valentine says that he doesn't feel well and asks to bring him 3 potions from the store. We bring. He asks us to come in two days later. This time he asks us to fencing with the master of the fencing school who is visiting him. We defeat him and we are again asked to come in a couple of days. This time Father Valentin asks us to find Madame Benois in the city, who collects various herbs and take flowers from her. We go to her house (immediately to the left of the pier). We speak to her politely and pick up the flowers. We return to Father Valentine. A detachment of French soldiers is already waiting for us there. They killed Valentine's father. We kill them and in one of the chests in the house we find the recipe. We return to the governor.
2) Passage of the quest "Missing Jewels".

The governor of Jamaica tells us that when moving from Barbados to Jamaica, a sailor disappeared from the ship, having stolen jewelry, and among them was a family ring. The sailor was soon detained, but he did not have a ring. And then this sailor escaped from the Nevis prison. The governor asks us to find the ring and gives a cover letter to the head of the prison. Our path lies on Nevis. The head of the prison 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 will have a wedding soon, and that he knows nothing about the fate of the escapee. We learn from the owner of the tavern that one sailor sat with him, littered with money, and moved 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 swim there. In one of the houses of St. Kitts we find Smith. He is ready to return everything and says that the jewels are hidden in the dungeon. We speak with 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 jewels (by the way, there are 3000 in the chest nearby). We can come back for a reward.
3) Passage of the quest "Secret dispatch".

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

The governor informs us that the Spaniards attacked the brig carrying a huge sum from the old world. In the boarding battle, the Spaniards lost the battle, but everyone died in the battle, and the sailors revolted. They hid gold on one of the islands and started piracy in the waters of Dominica. Our task is to stop them and return the gold. We sail to Dominica. We board the Great Treasury, but we find nothing. We need to search the island... In the bay of Dominica, a sailor from the sunken Great Treasure comes up to us. He escaped from the ship after the riot and he knows where the treasures are, they are in a local cave. We go there, kill the pirates and take away the treasures (attention - they are in two chests: in one 350000 and in the other 450000). We return to the governor.
5) Passage of the quest "Meeting with William Cortier".

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 Cortier. We sail to Hispaniola in La Vega. We are waiting for the night, we go to the house of William Cortier. He tells us that near the island of Maria Galante, a Spanish frigate was wrecked with a cargo of gold on board worth about 1,500,000. The Spaniards guard the ship and the battleship Aphrodite is already in a hurry to rescue them. We must hurry! We landed in the Bay of Doom, where the Spaniards were already waiting for us. Let's give them a fight. Now looking for gold. It lies in two chests inside the broken ship and in a barrel near it. At sea, the battleship Aphrodite is waiting for us. We get rid of it. We return to the governor.
6) Passage of the quest "Black Pirates".

The Governor tells us that in Lately piracy attacks increased markedly. He assures that these are not just spontaneous raids of pirates, but a system well organized by someone, and high-class ships took part in the raids of pirates, which is rare for pirates. We need to take retaliatory action. St. Kitts Colony is under siege and we need to intervene. We take the attackers on board, and the captain of the enemy ship starts a conversation with us. But he does not tell us anything and we have to kill him. We moor at the port and go to the tavern. But there we learn nothing and leave it. At the exit from the tavern we meet a man who says that their caravan attacked a pirate frigate not far from here and asks for help. At sea we meet an enemy ship and board it. We speak with the captain, but he is also silent. You have to kill him too. The letter found on the ship says that the name of the leader of the pirates is J.O., but this does not mean anything. You should talk to the Governor of Jamaica. The governor tells us that an enemy infiltrator was caught in the city, trying to find out about the cargo of redwood. Now he is in a local prison. You should talk to him. We promise that we will release him if he tells everything and find out that he was a sailor and after he was written off to the shore, his family was left without a livelihood and his friend, the carpenter of Martinique, offered him to earn extra money, so he ended up here. We sail to Martinique. In the waters of Martinique we meet another pirate ship. He, too, needs to be boarded. But this time, the pirate captain is silent. Well, let's visit the carpenter. Pirates are already waiting for us there. We kill them. In one of the chests we find a letter that mentions the owner of the shipyard, but it is not known on which island this shipyard is. We go to the store and ask the owner of the store to tell everything he knows about the local carpenter. He says that the carpenter was interested in mahogany and ebony, canvas, goods were loaded on the sloop "Santa Catalina", whose captain, 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 with Claude. He says that the head of a 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. 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 have finished with me, they must 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 offers to become one of the pirates, we refuse and kill him. At sea, the friends of the leader of the pirates are already waiting for us. We let them feed the sharks and return to the governor.
7) Passage of the quest "Destroy the known smuggler".

The Governor informs us that an English officer has been killed during a night patrol. This happened when trying to detain the famous smuggler Bertrand Leran. Unfortunately, the smugglers managed to kill almost the entire patrol and go to sea on their Starry Night corvette. They left Jamaica and are rumored to be in Curaçao. Bertrand Leran specializes in the slave trade, and is only interested in large lots. The murder of an officer of the English fleet must not go unpunished. We sail to Curacao. On the way we get 150 slaves. I captured enemy ships and enslaved the crew. In the Curacao tavern at one of the tables we meet Bertrand Leran. We offer him a load of slaves. He makes an appointment at the bay at night. We wait for the night and land in the bay of St. Louis, but we do not find anyone 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 conversation of the smugglers 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 to Isla Mona. In the tavern of Isla Mona, we offer a batch of slaves to the local smuggler in exchange for information about Leran. He tells us that Leran will be in the bay here tonight. We wait for the night and go to the bay. There we meet Leran. We kill him and his friends. We return to the governor.
8) Passage of the quest "Frigate Tears of Magdalene".

The Spaniards decided to strengthen the officers 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 in 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 Luvaasier, lives in Santo Domingo, he is the owner of a local store, in order for him to speak to us, he needs to be told that a high-quality buccaneer's knife is being sought. Let's swim to him. The owner of the store says that he does not have information of this kind, and that only the governor and the head of the port authority can know about this, 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 he can be found in the local tavern. Girard is also friendly with a local loan shark. 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 authority for 10,000, but he refuses. You'll have to find out everything through your son. We spend the night in a tavern until we meet him again at the same table. He lost again, we pay for him again. We spend the night again in the tavern until we meet him for the third time at the same table. We want 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 in the port. The next day we meet him at the port and he tells us that the frigate will arrive exactly in a week. In a week we go out to sea and sink the frigate. We return to the governor.
9) Passage of 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 loss of ancient church relics, we will learn all the details from Father Francis. Let's go to him. He informs us that almost nothing is known, the theft happened at night, the watchman is killed, and there are no witnesses. The ancient golden crucifix encrusted with diamonds, the golden church chalice, the ancient silver tabernacle, the ancient diskos, the golden three-candlestick are gone - this is the most valuable thing. We go to the tavern and ask the tavern keeper if he knows anything about this theft. He says that only the collector Sam Bradford could be interested in such rare items, his house is located near the shipyard. Let's go to him. We learn that a man came to him and offered a stolen crucifix, but Sam refused. It was the first time he had seen him, but judging by the accent, the man was Dutch. We learn that the people to whom the thief could still turn to sell stolen property are Sid Mdiford from Antigua and Manuel Endillo from Santo Domingo. Let's start with Antigua. In the house of Sid Madiford, we learn that a day ago the owner of the house and two of his servants were killed. We learn that in the evening a stranger came and talked with Madiford, the conversation turned to raised voices and the owner called the servants for help and the stranger killed them all. Nobody saw his face. A large sum of money and several rare Indian idols were missing from the house. Now to Santo Domingo. We made it, Manuel Endillo is alive and well, but the thief may come to him one of these days. We agree with him that we will wait for a messenger from him in 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. It is necessary to 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) Passage of the quest "The Governor of Santo Domingo".

This time we have to kill the governor of Santo Domingo, Armando Gomes, because, on his orders, they organized a public execution of English prisoners of war. We landed in the bay of Santo Domingo. 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 the Santo Domingo tavern. He introduces us to his son Jorge. He thanks for saving his mother. We go to the governor's house. There, a guard soldier runs up to us, it turns out to be our new friend Jorge. We appoint him a meeting at the port after duty. We spend the night in a tavern until 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 the 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 guards of the governor (stocked up with healers?), And only then with him. We return to the governor.
11) Passage of the quest "Search for the dispatch".

Missing mail brig "Saint Clara", the captain of which was carrying a secret dispatch from the governor of Nevis. You need to finish this dispatch. We're sailing to Nevis. We speak with the tavern keeper. We learn that recently a visitor, obviously a Spaniard, was interested in the brig, and that then he disappeared, and a day later he appeared again, for three days he was gathering a team on the ship. We learn that he was talking with Tom Archer, who was sitting at the corner table. We talk to him. We learn that the stranger's ship is the frigate Osbminog, we learn that he is from Puerto Rico. Let's swim 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) Passage of the quest "English counterfeit money".

Recently, a Spanish galleon was captured, carrying false, but good quality, English guineas and sovereigns. One of the officers of the galleon is in prison, you need to talk to him. We learn that money is minted in La Vega. We speak with the governor, we inform him that we have agreed to organize and issue a corvette and 30,000 coins to the prisoner in Guadeloupe. We go to prison, free the prisoner and sail to Guadeloupe. In Guadeloupe, a Spanish officer tells us that he told a lie and that in fact the money is minted in Santo Domingo. We sail to Santo Domingo. In Santo Domingo, we ask the tavern keeper about counterfeit money. He tells us that a local resident named Juan Cordoba tried to pay him with counterfeit money. Let's go to his house. He reveals 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. Take Juan Cordoba hostage. We go to the moneylender and say that we have his nephew. The pawnbroker reveals that the equipment for making counterfeit coins is now in the hold of the ship "Starry Night", which is located in the waters of Santo Domingo. We go out to sea, take the ships for boarding, but we do not find anything in their holds. The usurer deceived us, we return to him. We learn that the ship of interest to us - Battleship "Starry Night" sailed an hour ago in the direction of Puerto Rico. In the waters of Puerto Rico we meet the "Starry Night", we take it on board. By the way, in the captain's cabin lies 25,000. We return to the governor.
13) Passage of the quest "Strange story".

We learn that the English monarchy has signed a peace treaty with the Spanish crown. Looks like our privateering is over... Well, it's worth noting this case in the tavern. In the tavern we meet the 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 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. Searches have not yielded any results. And when they went to sea, they were overtaken by the most powerful one, the ship was blown 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 in the cabin on the captain's desk and grabbed it. They divided the map into four parts, so that later they would return there again if they managed to escape. All the gold that they had, they returned back, because at night all Indian evil spirits appeared to them. Among them was a carpenter, 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 shamelessly drinks and insists that he will soon leave for Father Benedict in Antigua. We sail to Antigua. We speak 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 buried in the cemetery, but they gave their parts of the map to Father Benedict for safekeeping. We 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, where he requires three parts of the map. We accept the fight, but almost losing, he offers to join forces. He reveals that he and the Marine's captain 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 came to the island - the Starfish and Geoffrey's brig Cutty Clark. Geoffroy quietly anchored the ship on the other side of the island. The captain of the "Starfish" had to pick up some thing from the island and disappear, leaving the team to perish and sail away on the brig Geoffroy. In the first port, the captain disappeared, and when he fled, he took with him a map that indicated the path to the island. Geoffroy was looking for parts of the map and thus stumbled upon us. We learn that the fourth part of the map is in Diego Marquez, who is in prison in Santo Domingo for a debt to a moneylender. We sail to Santo Domingo. We give the moneylender a debt (100000). The next day we come to the moneylender and meet Diego Marquez there and get the last piece of the map from him. So, treasure in Grenada! There, an enemy heavy battleship is already waiting for us. We're taking him in for an abortion. 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 learn that Devi Foster took all the gold you have yesterday. We learn from the tavern keeper that yesterday he was recruiting a team for his galleon "Memory of Mercury". We learn from the owner of the shipyard that he went to La Vega. We are sailing to La Vega, fortunately not far. We go into the jungle and at a strange house we meet Devi Forser. We kill him, go to the house. There we meet the Indian Monchitlan, who tells us that it was he who helped Devi Foster infiltrate the island. He tells us that if you put the idol in the chest in the cave, you can take out all the gold. Our path again lies in Grenada! We land in the grotto. We insert the idol into the chest, and a crowd of skeletons attacks us. We kill them and find treasures in the chest. Now we need to urgently see our old friend Monchitlan. Sailing into the jungle of La Vega. We learn that there is a curse on gold. We kill him and get the amulet. Worth putting it back in. In the grotto, a crowd of unfriendly evil spirits awaits us again. We kill them. We insert the idol into the chest and meet another Indian. We accept his gift. Quest passed.
14) Passage of the quest "Disappearance of people".

We learn that people began to disappear throughout the archipelago, especially in the San Juan colony. Let's swim there. In the city, one of the locals runs up to us and says that today he saw how two living skeletons dragged a man into the jungle. We go to the dungeon in the jungle, there we find a crowd of skeletons and a kidnapped citizen. We kill skeletons, we speak with a man, his name is Bill Matthew. He tells us his story. Once he was a navigator on the pirate brig "Lucky Joker". One day they were hiding their prey in a cave in Barbados and stumbled upon the treasure of the Incas. In addition to jewelry, they found a box containing a vial of some kind of liquid and three old gold coins. They divided the booty, 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 the 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, an evil spirit moved into him. 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 work on Bill and he managed to escape. Now Gregory needs to put together all three coins. One coin went to Gregory in the division, the second coin went to the boatswain, who was recently killed on Guadeloupe, and the third coin Bill gives to us. We return to the city. There a man runs up to us, says that he has urgent business and asks to take a walk with him to the bay. In the bay we are met by a crowd of skeletons who are looking for a coin. We kill them. We return to the city. We ask the tavern keeper if there is a person in the city who could explain what is happening. He says that there is such a person, a scientist, historian, connoisseur of Indian Culture - Mr. Gauthier. He is Dutch, but where exactly he lives, the tavern keeper does not know, most likely in one of the Dutch colonies ... In the waters of St. Eustache, we are attacked by a warship full of the living dead. We're taking him in for an abortion. Gauthier must be living in St. Euphstace. We find his house, tell him the whole story. He tells us that we should visit the temple of the Incas and find an image on the wall and make an exact copy of it. We sail to Dominica to the Temple of the Incas. As always, they are already waiting for us there. We kill skeletons, we go to the temple. We find a drawing on the wall (not far from the developer's room), we return to Gauthier. On St. Ephstathia, enemy ships are waiting for us again. Let's get them boarded. We take a copy of the drawing to Gauthier. He says that Captain Gregory cannot leave his cave without the third coin, so he is still in the Barbados cave. Let's swim there. There, too, enemy ships are waiting for us. We deal with them, we go to the cave of Barbados. Skeletons are waiting for us near the cave. We kill them, we go into the cave, we meet Gregory there, we kill him. Quest passed.
15) Passage of the quest "Raven Amulet".

On Isla Mona, a man named Greg Owen runs up to us. He says that our good friend asked me to pass 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 everything to Gauthier, he asks to come in a few days. We come in a few days 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 on 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 in a strange house we find Hedges. We tell him about our trouble. He agrees to help us if we comply with his request. He asks to return his son, who was kidnapped by the Holy Inquisition. We ask the priest of Santo Domingo about the inquisitor Diego de Lando. He says that he is now in the church guest room. He agrees to release the son of Hedges, if we complete his task - we will clear La Vega from the sect of Satanists. In one of the houses of La Vega we meet a sect, we kill them, we return to the inquisitor. Now we go to prison, we release the son of Hedges and sail to Maria Galante.
Hedges, as promised, gives us the amulet of the Falcon. So, the name of the person who sent us the Raven amulet is Bachelet... but who is it? Let's ask Hedges. We learn that Bachelet - Foster-son and a student of Monchitlan, already familiar to us. Hedges says we'll find the student where the teacher lived. Well, our path lies in the jungle of La Vega! In the house of Monchitlan we find Bachelet. We talk to him, and then we kill him. Quest passed.
16) Passage of the quest "Charlie Wayne".

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 wants us to help England again. A year ago in Jamaica was put to public execution famous pirate Charlie Wayne. His corpse was supposed to hang in a cage whole year as a warning to the pirates, but Wayne'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 to have been attacked by a living skeleton. Most recently, he hanged himself at home. We have to figure out this dark matter. You need to talk to the wife of the hanged man. His wife tells us that before his death, John was not himself, ordered to close all the doors and shutters, and insisted that someone should come for him. In search of Wayne's friends, we go to the tavern. At the last table we meet a man in a red shirt who tells us about Robert Blake, who knew Wayne. He is in one of the English prisons. It is worth finding it, but first we will talk with 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 Wayne. The first thing to do is visit him. In one of the houses of Nevis we find Harris O-Maley. He says that Charlie Vane often complained that he was haunted by all sorts of visions - he constantly heard a voice calling to obey him in everything. Each time the voice got stronger and the visions more clear, and every night Charlie had to talk to him. It was an evil spirit, a fiend of hell. Charlie's pectoral cross burned unbearably in his chest, and he gave it to Harris. Then Charlie performed a rite that ordered the voice inside him to be performed. He filled the cup with his blood and cast the spell. The demon told Charlie that a year after his death, he himself would move into his body, and then promised Charlie. Since then, Charlie has changed a lot, stopped going to church, and once asked to return the cross to him, but Harris refused him, and then Vane drew his 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 Wayne had one favorite place - a cave in Jamaica. It is 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 the prayer to say before placing the cross in the bowl of Charlie Vane's blood in order to defeat him. Now you need to explore Wayne's cave. We find a chest with a bowl of Wayne's blood in the cave, put his cross there, and exit the cave. We speak with Wayne, kill him. We return to the governor.

17) Passage of the quest "Mines of Martinique".

We learn that the French in the Caribbean stumbled upon a very rich silver deposit. The work is 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 jungles of Martinique we find mines, near them we stumble upon a French patrol. The officer refuses the bribe, and they have to be killed. We go inside. At the mines we meet an English subject. He was captured by the French and asks us to get him out of there. He advises to come tomorrow, when a young lieutenant who loves money very much 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 manowar "Apostle", standing in the port of Martinique. The governor should be notified.
The Governor informs us that it is necessary to seize this ship and escort it to Port Royal. We sail to Martinique, capture the manowar 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 go to jail.
In prison we meet a man named Cecil Evans. He says that he has been in prison for five years only because he was carrying out secret assignments for the governor. In the morning the governor comes to us to say goodbye...
Cecil Evans offers to make an escape. 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 path lies to Isla Mona, the haven of the 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 in Isla Mona. In the port, a man comes up to us, says that he is from Cecil and offers to take a walk. In the bay, he says that he was sent by the governor to kill us. We deal with him and his friends and return to the settlement.
In the jungle, a woman named Pamela runs up to us ... that is, Camille Westley and asks for help. The ship on which she sailed home from Antigua was hijacked by pirates. The captain of a pirate ship brought her to Isla Mona for peculiar purposes, but was recently killed in a duel in a tavern... And now she is left alone on a pirate island with no money or livelihood. We ask the tavern keeper if anyone rents a house. He says that Dan Bellfrey rents out his shack, let's go there. He asks for 3000 for the house, we give him the money. We spend the night in a tavern and go to visit Camille. We spend the night with her, she asks to come the next day. The next night we go to her again, but the killers are waiting for us there. We get rid of them.
In the port, English officer Andrew Pei runs up to us. He was instructed to find us by the Acting Governor of Jamaica, Sir Thomas Hawley. He wants to talk to us. It is worth visiting the Port Royal residence.
Thomas Hawley tells us that Edward Rich was convicted of large-scale money fraud, but, unfortunately, it was not possible to arrest him. And now this task is entrusted to us. Now we have to capture St. Martin, whose governor agreed to give Rich refuge. We sail to St. Martin, capture it. We meet Rich at the residence. He offers us money. We kill him. We return to the residence of Port Royal.