Walkthrough of the game Pirates of the Caribbean. Pirates of the Caribbean: guides and walkthroughs Pirates game walkthrough

PART ONE – IN THE SERVICE OF THE ENGLISH KING.

Capture of Oxbay.
Oxbay Island, Oxbay Town:

So, you start the game in your cabin. Malcolm Hatcher will immediately approach you. You can learn a lot from talking to him useful information relating to the control of the character and the ship, to the skills and abilities of Nathaniel Hawk. Then he will offer to go to the merchant and buy a better telescope. You can also buy a sword from the same merchant. Next, Malcolm will offer to go to the store and sell cocoa and leather, and use the money to repair the ship and hire a crew. This is where the training ends. To the question “What to do next?” he will advise you to borrow money from a moneylender, buy silk and sandalwood with it, and then sell it in Redmond. But there is a better way to earn money: go to the store and talk to the merchant about business. He will probably offer you cargo that needs to be delivered to one of the islands of the archipelago within a month. Another way is the innkeeper. He may suggest that you talk to the merchant who has just entered the tavern. He will offer you to accompany him to one of the islands of the archipelago. Upon arrival at your destination, you will receive the money you earned. Which of the three methods to choose is up to you. As soon as you board your ship, a cutscene appears revealing that Oxbay has been captured by the French. After the cutscene, a task will appear in the "Ship's Log" to sail to Redmond and notify Sailhard (the governor of the English colony) that Oxbay has been captured by the French. True, you can take your time and earn money and experience by transporting goods, escorting ships or trading. It’s too early to talk about Piracy (capture or destruction of ships) and Smuggling. the ship is too small and weak, and the hero is still “green” (weak).

Redmond:

It will not be possible to go to the governor using a “quick” transition. In front of his residence, a soldier will stop you and ask you what you want from the governor. When you talk about the capture of Oxbay, he will let you through. The conversation with Sailhard will not be entirely pleasant. In general, due to the capture of Oxbay and the lack of money in the treasury, and even the lack of warships, the governor intends to confiscate all private ships, including yours. But since this option does not suit you, you enter the service of the “English Crown,” which is represented in the archipelago by Robert Sailhard. You will act on your own, and the first task will be to penetrate captured Oxbay, find out how the locals feel about the invaders, and, if you’re lucky, find out about the future plans of the French.

Let's reconnoiter the situation.

As you have probably already seen on Fr. Oxbay has 2 towns - Oxbay (captured by the French) and Greenford (English). You can't get to Oxbay without a fight, so swim to Greenford and exit through the gate on the left (you'll come across a church along the way). Here is an approximate route for the Greenford-Oxbay crossing: straight ahead all the time, following the signs.

Oxbay Island, Oxbay Town:

The only place where you can find out something is the tavern. Ask the innkeeper. He will say that he recently heard that the French were talking about a ship with ammunition. Details can be obtained from Valentin Massoni. He needs to get drunk. After the second glass of rum, he will accept you into the team, and then, under the pretext of going to your aunt and nieces outside the city, you leave the tavern. The guards at the gate will ask you to explain your eagerness to leave the city. Tell them to ask for Valentin and they will let you through. Move further away from the gate and stop. Valentin will start the conversation (he must do this twice). He will finally realize that you are an English spy, but he’s just so drunk that he won’t even be able to pull out his sword. Then everything is clear. Go back to Greenford and sail to Rednond.

Redmond:

Go to Sailhard and report what you have learned. In the next task you will need to use any means to prevent the bark “Oiseau” from sailing to Oxbay. Sail on the Falais de Fleurs.

Sabotage.
Fale de Fleurs:

A “tour guide” will meet you at the pier. Do not refuse his services because... This is a sailor from the barque Oiseau. He will tell you that the convoy ship has already arrived, and its captain is in the tavern. Go to the tavern, ask the innkeeper about the captain of the brig "Le Requin" and he will send you upstairs. Offer the captain of the brig to cede the escort to the Oiseau for 3,000 piastres. He will give you a certificate for the head of the port (for that kind of money, it’s unlikely that anyone will refuse such a freebie). The harbor master lives in a two-story house to the left of the pier (if you face the sea). Tell him that you have arrived to accompany the barque "Oiseau" and he will send you to meet the captain of the ship. He is ready to sail “even now” (if he knew that this was his last voyage, he would hardly be so eager to go to sea).

Informant.
Redmond:

Go to Sailhard and report that the barque with ammunition did not reach Oxbay and receive the next task - to escort the ship with soldiers to Greenford, meet with the agent there, and then disembark the soldiers at the designated place. The second part of the task will be to get to Oxbay and meet with the English spy in the tavern.

Oxbay Island, Greenford:

An agent will meet you at the pier (what a sight he has!). He will say that the soldiers must be landed at night in the “Grey Rock Bay”. A French ambush awaits you there. After the massacre, you find yourself in the Greenford tavern and talk to the captain of the transport ship. Nothing important. Now the path lies in the city of Oxbay. The route is the same as before.

Oxbay Island, Oxbay Town:

Go to the tavern and ask the innkeeper about Tobias (English spy). He will say that the fake Frenchman is on the second floor, at a table in the corner. After talking with Tobias there will be a fight (3 French). Then you will need to quickly run to the shipyard. The shipyard owner will hide you and lead the French on the wrong trail. In exchange, he will ask you to deliver the chest to a tavern in Redmond. The next step in completing the main task will be to meet the French traitor Rebel in the tavern and convey that the meeting with Tobias is being transferred behind the tavern, near the city wall. After talking with Rebel and Tobias, you will need to get the Frenchman out of the city on the ship. At the exit from the city to the port, the guard soldiers need to be told that you are “accompanying” the captain and you will have time to run to the ship and set sail. At sea you will be attacked by a fort and 3 ships.

Redmond:

You will immediately find yourself at Sailhard's. He will report that soon the English squadron will storm Oxbay, and you will help them. To notify you of the start of the operation, the governor will send an agent to the tavern. You won't be able to get to the tavern quickly because... two pirates will be waiting for you in front of the building. They will demand a chest (the one given to you by the owner of the shipyard in Oxbay). Give it to the pirates otherwise they will kill you (it is impossible to kill them!!!). There will be no one in the tavern except a woman (Daniel Green) and a man (Ralph). Talk to Danielle. She and Nathaniel seem to be old friends (and your hero even likes her). After the conversation, soldiers will enter the tavern. One is really running into trouble (if I were the hero, I would chop him into pieces and feed him to the sharks!). All the soldiers will have to be killed (are they all tired of living?!?!). Ralph will die in the brawl (it is impossible to save him). Daniel will advise you to swim from the island to hell and runs away from the tavern. It will not be possible to get off the island because... after Danielle leaves, soldiers will enter the tavern and arrest you (WHAT??? I would kill everyone if I could!). Sailhard will release you from prison (that's how it goes!). In addition to freedom, he also apologizes and gives money. At the residence, you learn that Oxbay was released without your help. He will give you the task of catching the traitor Raul Reims, who is most likely on the pirate island of Cabradas Costillas.

Traitor Raoul Reims.
Quebradas Costillas:

Between the pier about the fort, ask someone about Reims. The answer is a tavern. In the tavern, ask the innkeeper about Reims, but she won't tell you anything. Leave the tavern. "Pirate" will approach you. He, for 1500 piastres, will say that Reims was going to Fr. Conceicao to the smugglers.

Conceicao:

In the city, ask the innkeeper about Reims. He's too cowardly to say anything about Reims. A “Smuggler” will approach you on the street. He will offer to show the way to the “Smugglers’ Den”. If you put pressure on the “smuggler”, he will lead you to the leader (Camillo Michado).

CONCEICAO Island, Smugglers' Den:

Michado already knows who you are, but still wants to talk. He will say that Reims was in the “Smugglers’ Den” but recently sailed away in an unknown direction. When asked to search Reims's house, Michado will refuse, and in addition will place guards at the entrance to the house. The house is located to the right of the entrance gate (there are two guards at the door). Go around it (closer to the gate) and enter it (at night). Inside, Nathaniel will find the Reims ship's log, after which the guards (those who stood at the door) will enter the house. Kill them and leave the Smuggler's Den.

Here is an approximate route for the Smugglers-Conceicao crossing:

From the Smuggler's Den exit, go straight, then straight again, and then the first right and straight.

Redmond:

Report to the governor. He is disappointed with you, but gives you money that is not entirely deserved and the next task is to deliver a letter to the leader of the pirates.

Letter to pirates.
Quebradas Costillas:

Give the letter and come back. (by the way, in the letter please find Reims)

Redmond:

Report to Sailhard and receive a “somewhat personal” task - to capture (boarding only!!!) the ship of Alistair Garcilasio on Duvezen.

Sailhard Collection.
Duwezen:

Ask the innkeeper about the pirate fort in the Duwezen jungle. He will go to “settle this matter” and the “Pirate” will soon approach you. He will offer to go outside the gate and talk there. Outside the gate, he will offer 2 options - he will take you for money or give you directions. (I think it’s better for the money, but you’ll need a road – straight twice, then to the right, and straight again (there’s an idol at the crossroads)).

Duwezen Island, Pirate Fort:

Go to the "house of the pirate leader on Duwezen". The house is to the right of the entrance. It turns out that he has nothing but troubles with this ship, but the cargo is almost in order. Only one idol is missing. But the impudent pirate will demand 10,000 piastres.

Redmond:

Report the completed task, and you will receive the following - deliver the recently captured pirate from Greenford to Redmond.

Pirate captive.
Oxbay Island, Greenford:

Go to the prison (at the fork to the right, before reaching the gate), but you will be foiled there - the pirate has escaped (why is the pirate? You will find out later). At the exit from the prison, you will meet a woman who will ask you to save the alchemist-inventor, who is going to be burned near the prison. It will not be possible to excuse himself from saving him, and the “arsonists” will have to be killed. Aurentius (alchemist) will suggest going to the Lighthouse location

And again the hunt for Reims...
Oxbay Island, Lighthouse:

There you will meet the same lady that the officers needed so much in the tavern in Greenford (before the assault on Oxbay). And later it turns out that she was the one who escaped from prison. Well, for dessert she will tell you that she is looking for Reims! So lucky, so lucky! Her friend Vincent knows where Reims lives. Now you need to sail to Redmond and report to Sailhard about a successful coincidence of circumstances (i.e. about Reims). Come back in a few days and talk to Danielle. She will say that Reims is not Duvezen.

Duwezen:

Vincent - Danielle's friend - is in the tavern. He will say that Rheims is sitting at the last table to the left of the door. Talk to Raoul and he will offer to go to his house outside the city. At the exit from the city, 3 people will catch up with you. They will have to be killed. Route to Reims house: straight twice and left.

Duvezen Island, Jungle House:

Come into the house. There is “Repin’s painting “They have sailed” - Reims is almost dead. When Nathaniel says that he serves Sailhard, Daniel pulls out his sword and beats the hero half to death. Then you hear Reims' final conversation with Danielle. It turns out that Sailhard used you (the hero), wanting to rake in the treasures of the ancient Incas, and the missing idol is the key to the treasure. After the conversation, the hero will wake up completely alive. Now your path lies to the island of Isla Muelle

PART TWO - IN SEARCH OF THE TRUTH.

Padre the moneylender.
Isla Muelle:

Go to church. But Padre Dominguez does not want to let you in until you return the stolen documents to him. They were kidnapped by Ferro Cereso. He's in the tavern. Cerezo will say that the papers are incriminating evidence on Padre Dominguez. But Cherezo doesn’t want to give or sell the documents. We'll have to board his ship (it's in the port). Go out to sea and board the ship. Padre Dominguez can be blackmailed with papers and demand another 5,000 piastres in addition to access to the library. In the ship's log you can read information about the task.

Clay tablets.
Oxbay Island, Greenford:

Exit the city through the Oxbay Canyon gate (on the left edge of the city). Go straight until you see a high wooden fence. This is the Oxbay Mines. Go to the senior officer's house and ask him. He will send you to the mine (it is located next to his house). Find the black slave Liborio Drago. He will agree to help if you buy him out. Pay the senior officer 1000 piastres. Now Liberio will tell you that there was one guy in the mine. He made copies of the tablets and sailed to the island of Isla Muelle. He will also add that a woman (apparently Daniel) also came.

Revenge.
Isla Muelle:

Ask the innkeeper. He will say that Danielle came in recently. She was upset. Leave the tavern and save Danielle by killing 3 mercenaries. During the conversation, the heroes decide to pay a visit (not at all “polite”) to Sailhard. Danielle will join your team (her skills will also include immortality). Sail to Redmond.

Redmond:

You will make your way to Sailhard through the window. Sailhard won’t say anything worthwhile and will call the security. After the fight, Daniel will suggest splitting up. You will be looking for the figurine in Greenford. It was in the possession of the late Giraldo Figueira.

PART THREE – IN SEARCH FOR TREASURES.

Idol.
Oxbay Island, Greenford:

Go to the tavern and talk to the innkeeper about the idol. He reports that the idol is with the head of the garrison. Go to jail. Talk to the garrison commander (he is on the left at the table). He will say that Governor Sailhard ordered not to give the idol to anyone unless that someone produces the appropriate paper (smart beyond his years!). The guards and the captain attack you, kill them (well, are you used to it now?). Sylhard, it turns out, ordered the figurine to be sent with the first ship to Redmond, but the ship is still in the port of Greenford - run there. Immediately after going to sea you find yourself under fire from the fort. Swim away from him to a safe distance as soon as possible. There will be an enemy frigate there (it will most likely swim up to our ship itself), board it. We sail to the lighthouse. There the alchemist will run up to us and say that Daniel has not appeared yet (everything is clear, she is on Isla Muella). You go out to sea with the goal of showing everyone where Kuzka’s mother spends the winter, but that was not the case... A colorful screensaver - a storm. And the screensavers don’t just show it like that... That’s how it is. The sea washed the hero off the ship and threw him onto the shore of Duwezen.

Storm.
Duwezen Harbour:

No money, no crew, no ship. For the most pleasant situation. The only thing left is your equipment. First you need to get into the city. Here is the route: there is only one exit from the harbor, further from the idol to the left, then straight ahead, at the fork to the left, straight past the waterfall.

Duwezen:

Go to the tavern. No one has heard anything about your ship, but the innkeeper will offer to look for work with the pirates. Here is the path to the pirates: straight past the waterfall, straight ahead, at the fork to the right, straight past the idol. Go to the tavern. On the left at the table (closer to the innkeeper) sits the “captain”. He gives 200 coins for working as a sailor. But you are not a sailor, but a cool captain. So show who's boss! Bring the conversation to a fight, kill the upstart and get his ship. The ship is in the bay (to the left from the idol). Sail to Isla Muelle.

Isla Muelle:

Both ships and crew are waiting for you at the port. The whole team is very happy to see you. In the tavern, in the middle of the feast, Daniel comes down from the upper room and ruins the whole buzz. She's waiting for you upstairs in the room. But don't expect to see a "bed scene." This may be yet to come. After talking enough, sail to Oxbay, to the Lighthouse location.

Ambush.
Oxbay Island, Lighthouse:

Go to the lighthouse and enter it. There is, naturally, an ambush inside. Death row officers will report that the inventor is in prison. Nothing comes to mind except the capture of Greenford. Daniel attacks from land, and you from sea. A larger ship is needed (preferably a Battleship, at least a Frigate). If it’s a battleship, then you can go for a breach, but the guns must be of the maximum caliber. If it is a Frigate, then install culverins of the maximum caliber and buy a lot of bombs. Stand at the very entrance to the bay so that the fire of the fort does not reach you and bomb. Next you need to land on the fort and kill a bunch of suicidal officers. Soon you will meet Danielle and then everything will go by itself. In the tavern you will be informed that an English squadron is moving towards Greenford. Daniel will command the fort, and you will command from the sea (personally, I captured two Battleships and sold them, and you do what you want). Now your path lies to the island of Coel Roa.

Artifact.

A squadron and Sailhard on Man-o-var are waiting for you in the coastal waters. Without delay, board the Man-o-var (the best ship in the game), because... You can't win the final battle without man-o-var. Sink all the other ships and land on the island.

Coel Roa Island:

Go to the pyramid and climb to the very top. You will find yourself in a maze. There you are separated. You get the central passage. It's quite difficult to get confused. Follow the signs on the floor (they look the same - sun-skull. You need to go towards the skull). After killing a bunch of skeletons (if you're unlucky), you will reach the place where you need to place the idol. A passage will open. Beyond this passage the trio will reunite (I wonder how the alchemist-inventor got through the crowd of skeletons?). Go to the blue teleporter, then go to the one on the stairs, then go to the place where you can walk along the huge central beam, and then to the treasure. What follows is a cartoon from which one can draw a conclusion: do not touch things unknown to you.

"Black Pearl".

After escaping from the collapsing temple, board the ship and set sail. At the exit from the bay, the Black Pearl, a skeleton ship, awaits you. In the first version of the game (without a patch), the pearl can be sunk in a fair fight, but this is quite difficult. There is an easier way. Click on abilities, then on the icon with a ball (an artifact from the temple). The skeletons were thoroughly shaken and the pearl had about 20% of its body left. A dozen more salvos and the “Black Pearl” is at the bottom of the ocean. Watch the final cutscene. Danielle and Nathaniel have Haapy End. But the skeletons do not want to give up...

"And we will never die until

The luminaries are swinging over the gear..."

A. Gorodnitsky

Introduction

"Argh! Tremble, you landlubbers, full of rotten squid eyes! The Pirates of the Caribbean are on their way!" — it was with this exclamation that my friend appeared on the doorstep on July 18 and, without letting go of the box with two 1C disks, rushed to the computer. As soon as he started the installation, he began to untie his shoelaces, from which you can understand how much the release of the Pirates of the Caribbean game threw him off balance. Those who played Corsairs, I think, don’t need to say anything more, but for the rest I’ll explain: it was apparently the best at that time, and perhaps still remains the best RPG-action from Russian manufacturers. Moreover, action, made on its own, and very good engine. In general, "Corsairs" could outshine (and outshine) most of the games in this genre that I know.

The release of "Pirates of the Caribbean" (by the way, the film of the same name will be released soon) was awaited with impatience and slight apprehension. Well, we can safely say: the fears were not justified. The fantastic beauty of the seas and shores makes you take screenshots almost every second, the naval combat system has grown noticeably, as well as ground and deck combat (although there is still room for improvement), the character development system has greatly expanded, etc. and so on. In my opinion, the usability of the interface has decreased somewhat; on the other hand, the map for sailing between islands is implemented fundamentally better... however, everything is in order.

Attention! For the most curious and impatient, I suggest you immediately look at the end of the article, in the section " Instead of a conclusion".

What are we playing?

For the main part of the game you are an English corsair. This means that you have to complete tasks English authorities, simultaneously causing possible harm to the enemies of the crown in the archipelago. This archipelago, as the name suggests, is located somewhere in the Caribbean, however, you should not look for it on real maps, it’s better to look at the attached one.

In addition, you, naturally, have to achieve possible enrichment, as well as find someone with whom to share the joy of a wealthy old age... For more information on how to do all this without problems, see the walkthrough.

There are two fixed assets, and they are somewhat...er...different in size. This is your ship and your saber (and also your pistol).

Which do you think is more important? Write it down on a piece of paper or remember it. It will soon be said how things really are.

This is interesting: There are quite a lot of different types of both bladed and firearms in the game. The good news is that the variety extends not only to you, but also to your enemies. It is quite interesting to fight with three bandits, one of whom has a Turkish scimitar (where did he get it?), another has a French saber, and the third... and what the third has is unknown, since you shot him with a pistol on the way.

The English government, through its governor, will set you a variety of tasks, and you shouldn’t forget your own interests, and therefore gamers will have to travel both by sea (which those who played “Corsairs” are already accustomed to) and by land (which is already somewhat new, especially the opportunity get out of the city and walk through the jungle). And, I assure you, fighting with numerous opponents (both living and not so alive), getting to know the local residents (happy, unhappy, honest, mean, treacherous, good-natured and others), even just looking at land and sea landscapes - you will get a lot pleasure.

Land

The game begins with a routine: your ship is in port, and you have to go ashore to sell the cargo, give orders to repair the hull, and also recruit a crew.

The first thing that strikes you on the shore is the scale of the city. It's quite impressive (and Oxbay, where you start, isn't the most impressive settlement in the game). In addition to the plot buildings (shop, shipyard, tavern, governor's house, port), there are many houses of ordinary residents, some of them are locked, and some will hospitably open their doors to you... and the lids of their chests.

This is interesting: Locals prefer to store jewelry in chests, but for some reason they don’t care about their protection at all and are not even particularly indignant when you rummage through their things in front of them. For an unscrupulous corsair, the money received from selling rings, pearls and other things obtained in this way can serve as a serious help, at least at first.By the way, such chests are also on the ships that you board.

Residents of the city, whom you can meet on the streets, are usually friendly and ready to tell you about the city and local rumors, or give you directions to somewhere; However, as a rule, you don’t need all this at all. Functional characters are much more useful - the innkeeper, the owner of the shipyard, the merchant (shop owner), the governor - as well as the plot ones (see " Walkthrough").

Advice: You can navigate to the desired building by pressing Enter and selecting what you want in the bottom left corner of the screen. However, you should first walk around an unfamiliar city at least a little. They are all different from each other and quite beautiful.

The difference from the Corsairs is not only in the size and variety of cities. Now you can go beyond them and wander through the jungle to your heart's content! However, there are no guards keeping order here (who quickly and large quantities appears in any locality, barely noticing any disorder), which means that robbers can be expected around every next turn. However, more about these scoundrels and the fight against them a little later, but now about nature. She deserves special mention. First of all, the sky. Sometimes when playing Pirates of the Caribbean, stop and look up. Better - more often. You are guaranteed a good mood, no matter how the fight against the enemies of the crown and the search for treasures progresses. In addition, there are rocks. Coastal sand and reflections on the water. Palm trees. Butterflies. And grass, yes, of course, grass! When I left the city gates for the first time, I deliberately walked along it for several minutes.

This is interesting: The grass in the game moves when a character walks over it. This seemingly small detail seriously adds realism to the world around the player.

In addition to cities and jungles, the game also contains a variety of catacombs, both urban and suburban (abandoned mines, for example). They contain creatures that are much less close to civilized man than the cute inhabitants of cities and even the not so pleasant thugs from the jungle - skeletons. However, you will encounter skeletons both on the surface and even in the sea.

This is interesting: It turns out that post-death in the Caribbean is guaranteed not only to people. Skeleton monkeys are quite dangerous opponents. Don't underestimate them!

The catacombs are useful, of course, for the treasures hidden in them. So, in one abandoned mine on Oxbay you can find a good blade at the very beginning... which is very useful.

Wandering through the jungle/catacombs, you will have to wave your saber quite a bit. The first people you will meet are ordinary robbers. They will stand around the bend in the road, and their ordinariness is compensated by their numbers: as a rule, four go to work. If you have low fencing skill, it is better to avoid them (as a rule, this is possible; you can usually see them from afar, if you look carefully) or fork out some money. They kill the greedy. It's another matter if your fencing skill allows you to compete with them (for this it would be good to have it at least 3-5... I quickly raised it to 9 and never regretted it). About skills and their development, see below, but for now - about hand-to-hand combat.

Fans of “Corsairs” remember that there it was necessary to guess the direction of the enemy’s strike and place the necessary block, and in response, confuse the opponent with feints and hit him in the unprotected heel. The system is logical, but practically does not allow organizing a battle with 3 or more participants. In Pirates of the Caribbean, things are a little different. The character takes care of the directions of the blows himself (more precisely, he simply ignores these directions). The player only needs to determine what the character should do now: block, attack, or just stand. In the state of “blocking,” the character is protected from attacks from any number of opponents from any direction, including from the back, but cannot strike himself or even walk. Depending on the characteristics of the character and the enemy, in this state you may or may not receive damage, however, as a rule, with developed fencing skills you can withstand an impressive crowd for quite a long time. However, in order to attack, you have to open up - remove the block - and then you become vulnerable. There are thus two effective battle tactics: waiting and retreating.

Waiting is based on the fact that each enemy can strike with a certain frequency, and not more often (less often - it can). However, they do not coordinate their actions, and someday they will all strike at the same time. Immediately after this, you need to get out of the blocking state and attack one. With some skill and a bit of luck, you can kill quite a lot of opponents this way. The advantage of this method is its versatility: it can be used in almost any case (the character even blocks attacks from behind). The downside is unreliability: with some probability, opponents will break through your block, and the more of them there are, the longer you will have to wait for synchronization.

Retreat is a classic tactic. When you see your opponents rushing at you, you run back (with your back forward, of course), choosing a path so that the opponents are on the same line (they try to run straight at you). This way you will prevent simultaneous attacks. A bandit (as well as a skeleton or even a soldier) who runs within striking distance should be immediately attacked until he goes into a blocking state himself, and then continue retreating. Repeat until done... that is, until everyone is ready. The advantage of this tactic is its effectiveness and reliability: it allows you to win without losses in approximately 90% of cases. The downside is that it is demanding on environmental conditions. The tactic is applicable only when there is somewhere to run, and, as a result, in the case of not too many attackers (after all, the more there are, the further you will have to run, and the island will very quickly seem a little small to you). An important consequence: this method is not applicable for boarding!

This is the idea: in fact, it’s a little strange to see how a character, especially without moving, blocks the blows of many attackers with different directions, including from the back. However, the effectiveness of the idea that the player simply orders the block and does not have to specify what kind of hit is undoubted. Thus, there is a desire to somewhat expand the combat system. For example, a character who is able to “block” defends himself to the best of his ability from blows, meeting each of them with his own blade. He can do this with some frequency (bOhigher than the permissible frequency of attacks of one person), determined by his skill. The main thing is that each block is drawn (this process can be simplified by standardizing hits and blocks). The hero will have the opportunity to repel 3-4 blows delivered from different directions (and the player will see how he does this!), with good fencing skills - more. However, an opponent greatly outnumbered will overwhelm even a very competent fencer: he simply will not be able to keep up. The only question is how difficult the introduction of such a system is in itself, and how demanding it is on computer resources.

Yes, and I almost forgot about the gun. As a rule, it can be fired exactly once during a battle - at the very beginning, while the enemy is still far away. And the point is not in the inability to reload (somehow it reloads itself... probably the character has a tame monkey trained in this art hidden somewhere), but in the time it takes to fire the shot itself. During this time, a good opponent will have time to deal two blows, which you most likely will not be able to survive. So heavy artillery (how heavy depends on the thickness of your wallet... a good gun is approximately equal in cost to a bad ship), as it should be, only works before the battle.

And one last thing. Buy, collect and otherwise obtain bottles of medicinal potions, and in battle, do not forget to monitor your health. As a rule, after one successful blow from the enemy, there is not enough health left, and you should be treated immediately. Luckily, all you need to do is press a few times. Enter. Just make sure that the supply is not depleted.

Sea

Well, enough about land rats, it’s time to say a few (or better yet, more) words about the sea. First of all, having raised the sails, look - where? No, not to the sky, we have already agreed that you look there periodically to maintain a good mood. Look at the computer A s (in the upper right corner of the screen). The arrow on it indicates, however, not the north magnetic pole, but the direction of the wind. This is exactly what you should keep in mind at any time when you are at sea (unless on a map). In general, the tactical navigation system has changed little compared to Corsairs, except that the views have become noticeably more beautiful (a good video card is highly recommended!). The speed at which you can follow the chosen course depends on the direction and strength of the wind, the speed of the turn depends on your seafaring skills, the ship, and also on the number of sails raised (before turning, it is better to take reefs - collect the sails partially; there are three gradations of sail in total - sails lowered, sails half lowered, sails raised). I suggest paying special attention to the fins and silhouettes of sharks periodically flashing around the ship, as well as to the strange colored growths on the rocks found at the bottom (corals? polyps? something else?). However, you still have to sail from island to island using the map, and not in tactical mode.

The map has changed quite a bit. Instead of indicating on paper where we are sailing and waiting with some trembling in the knees (either from fear or anticipation) for a possible meeting with some ship, you seem to rise above the deck to a bird's eye view, and from this height (there are two gradations: low and high) you survey the surroundings, including nearby ships, as well as natural phenomena (tropical storms, in other words).

This is interesting: On the map, ships can sail in reverse. It’s not fast, it’s true, but it’s very convenient for getting out of the narrow fjords near the islands. Although it’s quite funny to see, say, a frigate backing away...

Generally speaking, this system is logical. You can spot an approaching problem, say a gathering storm front, with enough anticipation, and change course to avoid it. On the other hand, you can, on the contrary, boldly move towards her. Everything depends on you. In a tropical storm, say, it is better not to get into a damaged ship - you may not get out. On the other hand, going through it means gaining a certain amount of experience, which is extremely useful, especially at first. Naturally, sailing in a storm is carried out exclusively in tactical mode. If you, intentionally or accidentally, get into it, there is only one piece of advice: lower the sails at least halfway and hold on to the helm tightly. It will shake you mercilessly, and maybe even strike you with lightning. Don’t forget, however, to look around - the beauty in some places is indescribable. And I categorically reject complaints about the absence of circles on the water: you won’t have time for them. Yes, it is strongly recommended not to get caught in a storm in coastal zone: can easily be thrown onto the rocks, which is not very useful for the ship.

However, the storm is somewhat, let’s say, a secondary phenomenon. As you know, the most dangerous people on this planet are people. Some of the ships, seeing you, will pass by on their own course, some will try to escape, but there will also be some that will go the other way. Most likely, these are pirates (judging by their sails), and they have one goal (explain what? No need? I knew, I knew...). If you were unable to escape from such a pursuer, or if you yourself turned out to be a pursuer who overtook the victim, a naval battle awaits.

This is interesting: As far as I can tell, the initial courses of ships in tactical mode (when you first get into it) correspond to the courses in map mode; at least I didn't notice too many deviations from this rule, although maybe I was lucky. If this statement is true, you can lay the foundations for a successful collision at sea already on the map, by correctly setting your course relative to your opponent’s course.

The naval combat technique has changed little compared to the Corsairs. However, these changes led to some evolution in tactics. However, everything is in order. For those who haven’t played Corsairs, I’ll explain: you can either sink your enemy, or capture them, or get away from them. For the first, the ships have cannons, for the second, grappling hooks and a crew armed to the teeth, for the third, of course, sails. Cannons can be loaded with one of four types of shells - cannonballs, buckshot, nipples or bombs. They differ in the effect and distance of the shot

Unlike the Corsairs, the cannons are also located on the bows of the ships. This nullifies the tactics of “sail after me until there are enough sails”: the pursuer walking in the wake was methodically shot with nipples from the stern guns. Now, alas, he can respond in kind. However, true sea wolves quickly abandoned this tactic. After all, boarding will allow you not only to defeat an enemy who has a significant advantage in cannons, but also to take his ship as a prize (and if you have a free officer, to add it to your squadron). However, before you can give the command “Hooks on board!”, you will have to get close enough to the enemy. Here you need to remember one thing: you must go with the wind, and it must go against it. If there is ground nearby, you can try to press it to it; if not, just try to maneuver it so that the wind works for you. This sounds extremely vague, but with a little practice it will become clear what we are talking about. In addition, the enemy’s broadside should be exposed to the bow or stern, and in no case the side (this will make the target for his gunners smaller, and they will miss more often). At the same time, it would be better for you to hit your opponent’s side (for the same reasons).

Advice: when shooting from the deck, when you set the aim yourself, the likelihood of a good salvo is higher, especially at first. Therefore, if you strive for maximum efficiency, you will have to aim yourself. However, I was usually too lazy to do this. In addition, when viewed from above there are people on the deck, but as soon as you go down to it, they disappear somewhere... It's a shame, however!

Thus, maneuverability is extremely important: ideally, you should turn twice as fast as the fastest of the enemy ships (so that for one of its phases “shoot-turn-shot with the second side” there are two of yours, and you shoot it at the substituted, but already shot your ammunition on board). This is quite difficult, and a long naval battle will inevitably lead to damage to your ship, the repair of which can cost a lot of money (probably even exceeding the proceeds from the sale of the opponent taken as a prize... if he is not too large compared to you).

SECOND PAGE

Advice: in Pirates of the Caribbean, the ship can be controlled by any officer, not just the first mate, as in Corsairs. To prevent the captain candidate from being killed during boarding, do not assign him to the position (in the window with officers, do not transfer him to the bottom 4 rectangles, but leave him in the strip at the top). He will not help you in battle, but he will remain alive. And somehow you yourself...

Therefore, the fastest possible boarding of the strongest enemy should be considered an effective tactic. After the ships hit the sides, and yours, as well as the enemy sailors, throw ladders over them (so that there is somewhere to wave your saber), you will appear not in the captain’s cabin familiar from the Corsairs, but on your own deck, with a saber (or with that , what you will be armed with at that moment) in your hand and the enemy right in front of you. Next, see tips on hand-to-hand combat (above); Just don’t forget that sea wolves fight better than land rats, and don’t relax after clearing the upper deck - there are also lower ones, on big ships- some.

Advice: Be sure to inspect the chests and barrels, near which the “hand” sign appears on the screen (it signals an opportunity to profit). It is quite possible to earn several thousand coins in this way, and bottles with medicinal infusion will also be a good help in the upcoming battles.

Your sailors (if there are many of them) and officers (if you have appointed them to a position) will be with you. For the latter, this is a serious risk: they, at least at the initial levels, can easily be killed. The most annoying result of this is the inability to take your opponent's ship as a prize (or you will have to sink your own). And it’s a pity for the officer, although finding him is not nearly as difficult as in “Corsairs.”

This is interesting: Actually, not all officers can be killed. Danielle apparently grew up with a sword from the very cradle. Not a single enemy is able to inflict damage on her, but she shreds them into cabbage. So, if she is participating in the boarding, you can quietly smoke somewhere in the corner. Just remember to hold the block.

This one will not miss out... Business in the store goes on as usual.

After a successful boarding, as you probably already understood, you will either appoint one of your officers as captain, or part with one of the two ships you now have. As a rule, you should exchange your ship for another without a twinge of conscience if it is of a higher class. On the other hand, if you are very attached to your lugger, barque or frigate, well, the prize ship can always be sold in the port for good money (let me remind you, this is done in the shipyard). And the money will come in handy.

Income and losses

Have you forgotten what our goal is? Yes, of course, to serve the English crown, but that’s not the main thing. What's the main one? Undoubtedly - enrichment! In other words, your income should be slightly higher than your expenses. And the latter can be quite large.

First of all, the team wants money, and so do the officers. And it’s better to pay them (although you don’t have to pay them, but in this case her mood will worsen... which is not welcome for obvious reasons). Secondly, the ship needs to be repaired (either in port, which is quite expensive, or while sailing, which requires having planks and canvas on board). Finally, thirdly, in some places in the plot it is worth forking out (see “Walkthrough”). At the end of the game, monthly expenses can reach up to twenty to thirty thousand coins.

This is interesting: Compared to "Corsairs", the price level in "Pirates of the Caribbean" has increased slightly. Either the value of money fell due to the huge influx of gold into the metropolis from the New World (this really happened), or something else... In general, selling a ship for more than 100,000 coins is a very real operation.

Where can I get so much money?

Firstly, at first you can... uh... take what is not lying well. In unlocked chests in unlocked houses you can find jewelry and antiques, which you can later sell. Not bad at first, but somehow disgusting, and you won’t make much money from it. Although it’s worth looking for bottles this way.

Advice: As you move around the island, watch for the “hand” symbol that appears. Sometimes precious things, stones or bottles of healing potions can be found in the most unexpected places...

Secondly, you can trade. In the ship's log you can find records of the trading preferences and restrictions of a particular island. Smuggling (a smuggler can be found in a tavern) is much more profitable than ordinary trade through a store, but also more dangerous (with some probability, soldiers will come running at the moment the deal is concluded, and in the port you will also have to fight off a customs, say, frigate). However, even this activity will quickly tire of active corsairs.

Thirdly, you can perform escort missions. Merchants are ready to pay for their safety, and if someone attacks, they can also take cargo from the attacker (don’t forget about the chests on the decks), or earn experience by sinking the enemy. In addition, you can load up on goods and make some extra profit.

And finally, fourthly - the most interesting thing. The English crown does not care at all what exactly we do with the attacked ships of its enemies - we sink, we capture... But for us it is more interesting to capture. Even if for one reason or another you do not have an officer to bring the ship to the port and sell it there, you can always take its cargo. However, trading ships, as in the Corsairs, is an extremely efficient enterprise from a financial point of view. Try it - you will like it!

Character

"Pirates of the Caribbean" - RPG-action. That is, in addition to shooting bow-stern-right-left and randomly waving your saber left and right, you have to develop your character somewhat. The system is classic: experience is gained for useful actions, and upon reaching a certain amount of experience, a level is given, which allows you to improve the character’s characteristics. But what happens next is more interesting.

For each level we are given the opportunity to increase one of the character’s characteristics by 2 points, as well as give him one of the abilities. I deliberately do not provide here full list characteristics and abilities: dealing with them, especially abilities, is a special pleasure for a true gamer. However, I’ll give you a couple of tips (those who want to figure it out completely on their own can safely skip next two paragraphs).

First, the characteristics. Which ones should be developed?

Here we return to the question I asked at the beginning of the article. What is more important: the ship or the blade? Correct answer: blade. In principle, both are a means to win the battle. However, the blade also allows you to make money on this (during boarding). In addition, at one point in the plot you are left without a ship (I warned you - if you want everything yourself, don’t read here!), and guess how you get it for yourself?

First of all, you should master fencing. Without him, you cannot survive in the cruel world of Pirates of the Caribbean. I, as mentioned, quickly raised it to 9 and have never regretted it. Further - at will. The good thing about RPGs is that different characters, using different tactics in accordance with their characteristics, can win with equal success.

Secondly, abilities. They can be divided into basic and advanced. The former can be developed without any conditions; for the second, it is necessary that the character already masters some basic ones. Therefore, the main advice is: be consistent. Choose the ability you want to get, build the entire tree up to it, and develop all the necessary abilities one by one.

And finally, on the general tactics of character development. The division into abilities and characteristics suggests a logical solution: develop characteristics in one direction, and abilities in another. This way you can get a balanced character. On the other hand, you can focus on one thing (say, like me - on fencing), compensating for the lack of the rest with the skill of the player. Decide for yourself, I won’t recommend anything. The fun here is in the decision making.

Instead of a conclusion

Actually, I haven’t told you everything. It would be possible, say, to describe the performance characteristics of ships for a long time and conduct a comparative analysis of them (in a kind of mentoring tone, with a frown and pursed lips: “When attacking a frigate with a barque in the south-south-west wind, it is necessary to set the maximum possible sail area and move at an angle of up to 30 degrees to the wind, choose the moment of approach during the reloading phase of the enemy vessel...", well, etc.). Or draw a map of the islands and tell where small joys in the form of bottles, precious stones, etc. are hidden. You can spend a long time developing different schemes for character development, and also talk about the effectiveness of constantly hiring officers compared to the desire to keep them alive for as long as possible...

But, damn it, this is all for those very land channels that were threatened by my friend who burst into me like a fresh sea breeze! It is better for true corsairs to try everything on themselves once than to follow a hundred stupid pieces of advice! So - go ahead, friends, seven feet under the keel, and an anchor in my throat, if you don't like Pirates of the Caribbean! And the most curious and impatient are invited to run for the disk faster than others, because they will take it apart...

WALKTHROUGH

Introduction

I’ll make a reservation right away - in this walkthrough the actual plot moves will not be described in detail. This would be similar to the popular prose adaptation of Eugene Onegin. The goal here is to help the player progress through the story, not to retell it. I hope that with my help you will be able to kill two birds with one stone - both enjoy the game and easily complete it to the end.

Attention! This walkthrough contains information about the plot and characters, the possession of which may reduce the enjoyment of exploring the game on your own. If you want to go through everything yourself, please do not read further.

Basics

We start the game on our ship. Immediately after loading, either the first assistant or someone else comes up to us (it doesn’t matter at all), and offers help in mastering, so to speak, the vastness of the universe (that is, the game itself). Well, the player, of course, is not a fool, we agree to everything, especially focusing our attention on fencing training. We train until we begin to consistently win against this same officer. We study the system of skills and abilities, and so on and so forth, in general, we do everything as he says.

Fully equipped, we head to land. Advice: we let the pestering assistant go immediately, we say that we can handle everything ourselves, we wish him good luck and all that. No need to cry: the game, unlike "Corsairs", is densely populated with officers (boatswains, first mates, gunners...).

Getting ready for the first voyage

The first thing we need to do is sell all the goods on board in the store. To find it faster, click Enter, at the crossing (lower left corner) select the “store” sign (gun and bag), and are transported there. By the way, this operation can also be done with a shipyard, port, etc. If there is no sign, then the “establishment” is closed until the morning. You can wait out the night in a tavern by talking with the innkeeper (you can rent a room for the night).

Having sold all the goods (except for ammunition), we go to the shipyard and completely repair the ship (by pressing the "repair" - "complete" buttons). Now you can type the command. We go to the tavern, ask the owner if there are any newcomers in his establishment who are ready to set sail. If the corresponding menu opens, it means it is there. But he can also say that it is too late and everyone has gone home. In this case, we rent a room for the night and repeat the question in the morning.

Well, now we are ready to sail, we go to the port and board the ship.

The helm fits into the hand as usual, and we begin to scan the horizon in search of prey...

Capture of Oxbay

But it was not there. Immediately after going to sea, we are shown a colorful cartoon about the attack of the French fleet on Oxbay (where we were until the last moment). Fortunately, we were one of the few ships that managed to escape.

Now our path lies to Redmond, to the governor of the English colonies in the archipelago.

Redmond

Sailing to the port of Redmond, we disembark and go to the residence of the head of the archipelago. At the entrance, a soldier is blocking the way, we tell him about the capture of Oxbay and he urgently lets us in, saying something like “why didn’t you say before?” Having entered the residence, we report an attack. In response, we are asked to give up the ship voluntarily or it will be taken away from us. Let us put forward a counter-proposal: we will enter the service of England together with the ship.

We are immediately given our first task: to penetrate the captured city and find out what it costs. We agree without delay. We leave the residence, go to the port - and to the ship.

On the island of Oxbay, in addition to the town of Oxbay, there is also the town of Greenford. So, it’s better to land at its port. For obvious reasons.

We reconnoiter the situation

Having gone ashore, we head to the city - to the exit from it that is on the left hand. We stomp through the jungle all the way straight to the city gates of Oxbay, and then go to the tavern to talk with the innkeeper. He talks about the situation in the city (residents are complaining, and the French soldiers are drinking more and more and paying nothing), and also gives some useful information: it turns out that a French ship with ammunition is supposed to arrive on the island. We leave the city back to Greenford. We board the ship and leave.

Report from a captured city

Having dropped anchor in the port of Redmond, we go to the governor’s residence and report: they say, the ship should sail from the island of Fale de Flers, and it would be nice to capture or sink it. Having considered the current situation, the governor gives the answer: “Do what you want, but the ship with supplies should not sail to Oxbay.” We take this literally and sail on the Fale de Fleurs (for those in the tank: this is a French colony, and we are now an English corsair).

Fale de Fleurs - ammunition

Having arrived on the island, we go into the city. We are met by a sailor from a French barque. For some pennies, he reports that the captain is now in the tavern. We go there, talk to the innkeeper, we find out that the captain is upstairs in the room. After going up the steps, we go into the room and talk to him. We need to get a letter to escort a ship with ammunition, so we can kill this captain and take it from the corpse, or pay him 3,000 piastres, and he will give the letter voluntarily. We leave the tavern and head to the port manager (a two-story building in the port). With a quick glance at the paper, he sends us off to carry out our mission. We run to the ship, talking with the ward captain along the way (he will come up himself).

So as not to swim...

Now we have two ships under our command. Let's go to the map. We are faced with a task: to make sure that the ship with ammunition does not sail to Oxbay. There are four ways to solve it:

Sink the ship yourself.

Capture the ship.

Bring the ship to any English fort, where he will be shot.

Bring him to the pirates: first they will sink the ship, and then you just have to shoot them to the bitter end.

The best option is to capture the ship; other options are good if the player absolutely does not know how to wield a blade and does not have even minimal boarding skills. Having completed the task, with a clear conscience we sail to Redmond to the governor.

On Redmond we receive a new task: to bring a friendly ship to the port of Greenford, and also talk to an informant in Oxbay. We leave the city to the port, talk to the captain of this very ship, sail to Greenford.

Informant

There, a local resident meets us on the pier. He reports that at night you need to swim to the bay of the gray rock. We immediately board the ship, and using the “follow to” button we sail to this bay, disembark there and talk to him again, and after killing the French who came running, again. After this, we appear in the tavern, where we talk with the captain of the transport ship. We go out into the jungle, go straight to the city gates of Oxbay. In the tavern we talk to the innkeeper about some business, he tells us where the English informant is. We go to the second floor, there we talk with the man sitting by the window. During the conversation, French soldiers run into the tavern - we kill them. We continue the conversation with the informant, he offers to take refuge with the owner of a local shipyard. We leave the tavern and run to the shipyard.

Her owner is hiding us from the patrol. After the departure of this same patrol, the conversation with the informant continues, and from it it becomes clear that the captain with whom he was supposed to meet is waiting for him in the tavern, and since the English agent cannot appear in public places, we need to go there and reschedule the meeting behind the tavern to the city wall. After finishing the conversation with the informant, we will have a conversation with the owner of the shipyard, Owen. He asks to take a chest with unknown but important contents to Redmond. We leave the shipyard and, without fearing anything, head to the tavern. There we speak with the captain and reschedule the meeting at the appointed place. The captain got nervous, but went (what, exactly, can he do?).

We leave the tavern, immediately turn left, talk to the agent. We will have to sail from the island on the captain's ship, follow him to the ship, sail to Redmond.

Monstrous mistake

On the island we immediately appear at the residence of the governor, who, having paid for the previous task, gives a new one. We must participate in the capture of Oxbay. We leave the residence and go to the tavern. Near it we are met by a couple of unknown and slippery types who demand to give up Owen’s chest. Sensing something was wrong, we immediately agree (those interested and confident in their fencing skills can try to refuse... “whoever plays seven diamonds is surprised”; by the way, soldiers will come running to the aid of such daredevils). We remember that it would be good to discuss this episode with Owen. We go into the tavern, there we talk with the girl (Daniel). After the conversation, English soldiers burst into the tavern and attack us; we kill them. Ralph (the girl's friend) is dead; cursing about his death, she runs away. After this, soldiers enter the tavern and arrest Nathaniel (that is, us). In prison we talk with the jailer about how he came to live this way. After the conversation, the governor comes into the prison and reports a terrible mistake. We follow him to the residence, where he informs us that Oxbey has been liberated, and that we took a huge part in this. We receive a new task: to find and present before the bright eyes of Raoul Reims, a malicious traitor to England, and generally a bad person, a radish. The last time Reims was seen was in the pirates' lair, in the settlement of Quebradas Costillas - that's where we'll head.

Quebradas Costillas - Reims

At the entrance we break up the fight (since we are now self-respecting English corsairs); By the way, you can take the rescued gunner, but I chose not to do this, since there was already one. We go to the tavern, talk to the innkeeper, she gently sends us away. We leave the tavern, and a pirate meets us at the entrance, who will clarify the situation somewhat - in particular, he will say that he can guess where Reims is. After exchanging a few words with the sailors from the Reims team, he learned that the ship was heading to Conceicao - we were heading there.

Conceicao - Reims

We go into the city, there we go to the tavern, we talk with the innkeeper, we begin to ask him about a certain Raul, they say, has he appeared here... However, during the conversation we mention the name Machado (the head of the smugglers), and the owner of the tavern refuses to talk to us . We leave the tavern, and some guy meets us right in front of it. We'll have to threaten to kill him, after which he will agree to take us to Machado. From a conversation with him, we learn that Raul has already sailed, but he has a house (Machado placed guards there). We go straight there and kill the guards, as well as everyone who came running to their aid (it’s our own fault, we should have been more polite and orderly). We go into the house, there we find the ship's log of Reims; Unfortunately, there is nothing useful in it. More guards appear - we kill immediately. We leave the smugglers' lair and go into the city - to the right, and after crossing straight. From the city to the port and to the ship. Now we're sailing to Oxbay.

THIRD PAGE

Oxbay - Owen

In Oxbay we go to Owen and talk to him. The result of a long conversation is this: one man sold him this chest, saying: send it to any of your competitors, and he will be cursed. In general, we were involved in some mystical affairs. It also becomes clear that we need to sail to the Fale de Fleurs, however, this is not urgent. We leave for the port and head for Redmond.

Redmond - letter

We come to the governor. With our heads down and a little despondent, we report that Raul’s trail has been lost in the smugglers’ lair. The governor asks to deliver a letter to the leader of the pirates: they say, if you haven’t caught it, then maybe they will catch you. We go to the port, cast off and sail on the Fale de Fleurs. From the port we enter the city and go to the house in the far right corner. There we ask Pete about the legend. We go out to the port, our old friend meets us there, and together we go to the tavern. Over a glass of the vaunted Spanish rum, he talks about a way to destroy the ghost ship - the Black Pearl. From the tavern we head to the port. We sail to Quebradas Costillas.

Quebradas Costillas - letter

We speak with the head of the pirates, give him the letter. We leave the house to the port and sail to Redmond.

Redmond - collection

On Redmond we go to the governor, receive a long-awaited reward and a new mission: return the stolen collection. Let's go to the port. We are heading for Duwezen.

Duvezen - collection

We moor at the port of Duwezen, go into the city, and from there straight into the jungle. We go along the right “wall” to the bay with a pirate ship. One of our sailors meets us there. We tell him to return on board, and we ourselves go on the boat to Pirates' ship. Once there, we kill all the attackers, take the collection and swim ashore.

We go back to the city (accordingly, along the left “wall”). With a sense of accomplishment, we get to Redmond to see the governor and hand over the collection. We receive a reward and a new task: deliver the prisoner from Greenford prison. We sail to Oxbay to Greenford.

Greenford - prisoner

In Greenford we go to the prison (far right corner), go into it, talk to the head of the garrison (the man on the right), from the conversation we learn that the prisoner has escaped. What a disaster! Bunglers. We leave the prison, at the exit we are met by a girl begging for help - to help out the old man. We calm her down. From the conversation we learn: the old man is an experimenter, he lives in a lighthouse, something exploded there, some clouds rose, and now the whole city is ready to kill him. We approach the crowd (three are already a crowd), talk to someone, run into a fight, kill all the attackers. The old man thanks and promises to put his innovations on the ship for us, we refuse (another ship will blow up, old eccentric), then he takes us to the lighthouse to show us how he lives. At the entrance we meet our old friend, Danielle, we talk to her, she talks about her friend. We talk to him, he says that he knows where Reims is.

We agree with Danielle about a joint search. We return to the city through the canyon (straight all the time). We go to the port, sail to Redmond, there we talk with the governor. We inform you that we will be able to continue the search for Reims; he agrees. We leave the residence to the port, sail to Oxbay. It’s better to land at Oxbay from the direction of the lighthouse, and we’ll disembark there. We go to the lighthouse, Danielle comes up behind us, we talk to her, after the conversation we return to the ship by boat. We are sailing to Duvezen.

Douvezen - Reims

There, at the port, Danielle meets us again, we talk to her, we go to the tavern (to get drunk, perhaps, out of grief?), where her friend comes up to us and tells us that Raoul is sitting at the end table. Such a surprise! We talk with Reims, he, a nice man, takes us to his home. Outside the city gates, Daniel notices surveillance. The pursuers must be detained (killed, in other words). We do our dirty work and catch up with Daniel and Raul (straight at the first intersection, right at the second). We go to the swindler's house and go into it. We talk with Danielle; She, having learned that we work for Sailhard, pokes a knife at us. Damn, it hurts! We are falling (any other suggestions?). We pretend to be dead and listen to the conversation through the pain. We need to find clay tablets, they are mentioned in the church library of Isla Muelle. Having come to life, we sail there.

Isla Muelle - library

We go to the local church and talk to the clergyman. He promises to give us access to the library if we deliver him the papers stolen from the church, supposedly very important, necessary and useful (he even gives us an indulgence for any action). We agree. We run to the port and sail to Conceicao.

Conceicao - documents

In the city of Conceicao, we go to the tavern and talk to its owner about the person the priest is looking for. The innkeeper points to one sitting by the window, we go to him. In the conversation we convince him to give us the documents for a good cause, from the same conversation we learn that the papers are incriminating evidence on the priest. We take them and sail back to Isla Muelle.

Isla Muelle - Library 2

Having landed on the shore, we go to church. There you can simply give the papers to the priest or start blackmailing him. In the case of blackmail, you can also get 5,000 piastres (not so bad, although it could be better... The Church is not a poor organization). After delving into the church books, we learn that the tablets were found in the Oxbay mines. We sail to Greenford (logical, isn't it?).

Greenford - signs

We speak with the innkeeper. We go to the Oxbay Canyon, to the mining village, there we go into the house to the left of the entrance. The owner begins to be indignant - they say it’s private property. We quickly calm him down and start asking him about the signs. First he says that they were destroyed, then, when we explain that we work for Sailhard, the owner quickly adds that a person came to make copies of the signs, and one of the workers was assigned to him. We go into the mine and talk to a more or less dressed black man (Leborio Drago). It turned out that Danielle was here, but had already sailed to Isla Muelle, in search of the person who was deciphering the tablets. Let's sail there. A thousand curses on this headwind!

Isla Muelle - signs

On the island we will go to the tavern and talk with the innkeeper. He will say that Danielle just left (that means all is not lost yet!). We go out after her. On the street, three suspicious characters attack us - without blinking an eye, we kill (are you not used to it yet? Get used to it...). Once all three are killed, Daniel runs up. A long and difficult conversation begins, which results in an agreement to join forces in search of the treasure. Daniel knows a secluded bay on Redmond where you can land without risk. It's time to visit Sailhard. We're sailing to Redmond.

Redmond - Sailhard

Having arrived, we speak with Daniel, after which we immediately appear in His Majesty’s bedroom (we climbed through the window - it’s a bit cramped, but unnoticeable), we speak with Sailhard. He seems to agree to cooperate, but then runs away, calling security. Two foreheads burst in (so-so security, to be honest) - we kill. We return to the bay, where we come to the decision to split up. Daniel will look for the continuation of the legend, and Nathaniel will look for the Idol. We're sailing to Greenford.

Greenford - idol

In Greenford we go into the tavern and talk to the innkeeper about the idol. He reports that the idol is with the head of the garrison. We go to the prison, there the captain sits on the left - this is the head of the garrison. We talk to him. He will say that Governor Sailhard ordered not to give the idol to anyone unless that someone presents the appropriate paper (what a cunning one, huh?!).

The guards and the captain attack us, we kill them (well, are we used to it now?). Sylhard, it turns out, ordered the figurine to be sent with the first ship to Redmond, but the ship is still in the port of Greenford - we run there. Immediately after going to sea we find ourselves under fire from the fort. We swim away from him to a safe distance as soon as possible. There will be an enemy frigate there (it will most likely swim up to our ship on its own), we board it (if your ship is worse than a frigate, then, without hesitation, we change it; a frigate is already serious). We sail to the lighthouse. There, an old experimenter will run up to us and say that Daniel has not appeared yet (everything is clear, she is on Isla Muelle). We go out to sea with the goal of showing everyone where Kuzka’s mother spends the winter, but that was not the case... A colorful screensaver - a storm. And the screensavers don't just show...

This is true. We are washed away from the ship and washed up on the shores of Duwezen. "Everything that is acquired by honest labor...". Hmmm.

Duvezen - storm

Without a ship, crew, money - not the best situation. On the shore we are met by a local resident who saved us. We leave the bay and go to the city (after crossing to the left). We talk to the owner of the tavern about work, he tells us that something can be found in the pirate settlement. We leave the city and go to the village (at the idol stone to the left). There in the tavern we speak with a bearded man sitting to the left of the entrance. You can hire him on his ship, or you can kill him and, according to pirate law, become the captain of his ship (guess which is better?). Having taken possession of the ship, we go to the bay to the left of the settlement. We load on board and sail to Isla Muelle.

Isla Muelle - meeting

There, at the port, our team meets us (from the ship from where we were washed away). They are all delighted (did you pay them regularly? It’s better to pay regularly!), and we throw a grand party with all the officers, and we buy several barrels of rum for the whole team. At the tavern, Daniel comes up to us and says that he is waiting for us in the room upstairs.

What, did you want a pornographic cartoon? You won't get it. This is not "Mafia" for you. In the room we talk with the girl about our difficult fate.

Having talked enough, we go to the port. We board the ship and sail to Oxbay to the lighthouse.

Lighthouse - Ambush - Greenford

We go to the lighthouse, go into it, there will be an ambush there. We kill everyone (and they call this an ambush? The mice went to catch the cat...). "Ambush" told us that the old man was in prison. After thinking a little, we come to a decision: we will capture Fort Greenford (logical, right? Really, why waste time on trifles?). Nathaniel is from the sea, Daniel is from the land. To capture the fort, we will need 12-caliber culverins (they have a longer range) and 6-7 thousand cannonballs. It is better to stand so that the fire of the fort does not reach us, i.e. at the very entrance to the bay. From here you can fire at the fort until it is left completely without guns: then an icon will appear, signaling the possibility of landing. Trying to exchange fire with the fort is not the best solution. It is quite capable of sinking 4 battleships.

We go to the prison and talk to the old man (last cell). Having picked it up, we go to the tavern. There, an alarmed sailor runs up to us and reports that an English squadron is moving towards Greenford, and “he has never seen such huge ships in his life.” Well, we’ll have to deal with the squadron, since Daniel will command the hastily restored fort. The British can be dealt with quite easily by luring ships under fire from the fortress. After we sank (or boarded) the last ship, we sail to Coel Roa. There we will be met by another squadron, this time - pirates. Somehow they got wind of the treasure. In addition, there you may (or may not) meet Sailhard on a manovar - an excellent prize for boarding.

Having entered the bay, we disembark.

Coel Roa

Having landed, we go to the pyramid. We rise to the very top and enter the labyrinth. There the trio of characters are separated, we are given the central passage. Generally speaking, it’s difficult to get confused: there are “skull-sun” signs on the floor; we go where the sun points. Having calmed (without killing: “Die! Die! I killed you! You’re dead!” - “Idiot! I’ve been dead for a long time!”) several skeletons along the road, we reach the place where we need to put the idol on a stand - a passage will open.

Behind this passage, the trio are reunited (and how did they get here? After all, only one passage out of three should have led to this hall...). In the large hall, through a simple system of teleporters (first to the right one, it is blue, then to the one with a passage on the staircase-ramp), you can get to the thick central beam, and follow it to the supposed treasure.

"I"ll be back!", wait for guests!

"Black Pearl"

Having escaped from the temple destroyed by the earthquake, we urgently board the ship, as the old man scares us with further cataclysms. However, we have some prey with us - a strange spherical artifact. Alas, it won't last long.

At the exit from the bay, the Black Pearl, a ship of skeletons and ghosts, awaits us. Having good speed, almost perfect maneuverability and even better accuracy (what, oh, what are these skeletons looking at?! Why can’t we recruit such gunners for our team?), they will easily sink our squadron - two battleships and a manovar, by the way - in an open clash. The maximum that was achieved in a fair battle was to demolish about 30% of the hull of this “Pearl”. However, we have a secret weapon taken from the temple, and now is the time to use it. Click on “abilities” and find the ball symbol that appears among them. Apparently, the priests of the ancient American Indians did a good job of conjuring their artifact: the skeletons really don’t like it, and the “Black Pearl” has 20% of its body left. This is about 5 good broadsides of our manovar. Taking into account the enemy's maneuverability and the less than ideal conditions (a storm is clearly approaching), 10 salvos can be completely dealt with.

That's all, actually. “Tired, but happy...” Nathaniel and Daniel stand hugging each other on the deck of a common manovar, and everything is clear with them. Happy ending, ladies and gentlemen! Yes, happy ending... only skeletons don't know about it. And, leaving the sunken Black Pearl, they look straight at us with eerie blue eyes. Wait for the guests!

ADDITIONALLY

Helpful city residents

(excluding various random encounters and the main storyline)

Innkeeper. You can do a lot with it: hire a crew, rent a room for the night (to wait until other establishments open), find a merchant willing to pay for an escort to some island. In a tavern, you can hire an officer, sell contraband, play dice, drink and let them steal all your money... In general, the innkeeper is one of the most useful NPCs in the game.

Shipyard owner. He can repair and equip the ship under your control. Here you can sell or buy a ship. The effectiveness of the last action, however, is questionable: boarding, of course, is noticeably more profitable, but buying a ship of a class higher than you have ever managed before will not work.

The owner of the store. In the store you can sell various goods or purchase them. True, in Pirates of the Caribbean trade plays a noticeably less role than in Corsairs: as a rule, there are simpler and quick ways profit. However, to each his own.

They stand apart traders — they buy and sell personal items, unlike a store where there is wholesale trade. The stolen jewelry is sold to them, and it makes sense for them to choose a better blade and pistol.

Governor. Well, everything is clear here. They came, received money for the previous mission, took on a new one, and off they went. Unless, of course, we climbed through the window and communicate with the governor in... uh... raised voices. However, beyond that - into the walkthrough.

Types of charges for naval guns

Cores: the simplest charge, a metal ball. They fly the farthest, causing damage to the main body, and relatively little. In use they are quickly replaced by bombs.

Buckshot: many small pieces of metal. The shot distance is minimal, the damage is mainly done to the team. Good to use immediately before boarding.

Knipples: halves of kernels connected by a chain or otherwise connected. They fly far enough and mainly damage the sails. They are effective in pursuit, both for the victim (to slow down the attacker) and for the pursuer (to finally catch up with these cowardly creatures). Who will be more useful is a matter of accuracy.

Bombs: Cannonballs with a fuse explode after being hit. They damage mainly the hull (noticeably more than the cores) and cause damage to the team. The shot distance is average. Effective for sinking the enemy.

Historical reference

The development of the Corsairs, from which Pirates of the Caribbean grew, was not an easy task, although it was fun. At the dawn of the creation of the sea epic, the developers sat in the basement, in which regularly, about once a week, the sewer broke through, and it spewed out rivers of... uh... liquids.

The developers are hardy people, and everything would have been fine, but one day the sewer broke just during the visit of guests from Activision... That’s when everyone got a slap on the head!

Not enough coins, want to restore lives for free? Cheats Pirate Treasures VKontakte, Odnoklassniki and other social networks will simplify the process for you. The game is an ordinary match three, but with a million fans. What is the secret of success is quite difficult to determine. After all, there are many similar games, this one is distinguished by the presence of romantic characters, pirates, as well as an element of competition with friends. And friends in the game Pirates' Treasures really help, they not only motivate you to score more points, but can restore lives. But in this article we will look at bonus codes that will allow the player to receive coins for free and restore lives, because they greatly limit our playing time. But having learned about this method, this problem disappeared and the process was greatly simplified.

Pirate Treasure Codes:

  • Coins are the main currency of the game; with their help you can restore lives, buy boosters and rum.
  • Code for 15,000 coins for free - Bi#9PlU7Y
  • Restore lives - Vf#z591V8

Bonus codes will allow you to play without restrictions. Each life requires half an hour of waiting to be restored, this can be avoided by purchasing coins with real money. But I don’t want to spend my hard-earned money on virtual entertainment. Therefore, searches were made for other methods of obtaining coins. Many sites offer video instructions to download cheat Pirates' Treasures, or a bot for boosting resources. But this is only a visual change in the number; you cannot use these resources. Using codes for free purchases you receive money that can be used in the game.

Review of the game, how to pass difficult levels

Pirate treasures for free, it's a match-3 game with cool graphics, interesting characters and competitions. In the game, you take on the role of a pirate and volunteer to help Bluebeard in his search for treasure. To do this, you need to collect combinations of crystals on the field. Each time the task becomes more complicated and new game elements are introduced. But gradual passage is simultaneous training, so you will not have any questions about the rules of the game.

Competing with friends is very important for the success of the game. As you complete a level, you earn points; the fewer moves you spend, the more points you earn and your friends will see your achievements. You will also receive notifications that your friend has beaten your score. You can always return to the level and regain the title of leader using boosters. You can get them for free using Pirate Treasure coins.

In the game, lightning destroys the selected row, a whirlwind mixes all the crystals on the field, and a hammer breaks the interfering crystal. Having these boosters, you don’t have to waste your lives.

But I use them to beat my friends' records. Over time, they will be surprised at your achievements; you can always share a link to the secrets. Is not hack Pirates' Treasures, because by using coins you do not violate the rules of the game, but use publicly available resources.

In addition to the main game, gold coins can be used to spin the wheel of fortune. It is too interesting entertainment, but often unprofitable. But having a reserve of money, you can try your luck.

Main storyline.

You will start your game in the cabin. If you are playing for the first time, I advise you to take fencing training and learn about the distribution of skills. Then go ashore. Your task now is to sell the cargo of cocoa and leather, hire a crew, repair the ship and buy a new spyglass. Since you don’t have much money, I advise you not to buy a pipe, but to buy a good sword. For the first moments of the game, a scimitar or schiavone will do. I do not recommend buying sabers such as a rapier, a wide saber, or a cutlass. A waste of money. So. At the pier you bought a sword, sold cargo, repaired the ship and hired a crew. Well, it's time to go to sea. Watch a heartbreaking cutscene that tells you what to do. Our path lies to Redmond - the main English colony of the archipelago.

1. We immediately go to Governor Sailhard. Whatever dialogue option you choose, you will still have to enter his service. His tasks are poorly paid, tedious and monotonous. But you have to come to terms with it. The developers didn’t present us with any other way. The first task is to reconnoiter the situation in captured Oxbay. We sail there and land at Greenford. From Greenford we go out into the jungle (precisely into the jungle. There is also a canyon location, but it is not needed yet). In the jungle you will come across robbers and demand money. So if you don’t want to say goodbye to your money or your life, save before moving to a new location and if something goes wrong, just load. So, straight ahead at the first fork. The second one is also straight. There will be guards waiting for you at the entrance to Oxbay. Kill them. Come into the city. At the tavern, talk to the bartender about how the residents feel about the invaders. You will come up with a plan. Get the Frenchman drunk and find out all the necessary information. If the authority is greater than 1, say that Sailhard will pay for the drink. He will agree. If the authority is 1, then you will have to fork out money. If there is no money, then he will do everything for free, regardless of the level of authority. So, after the conversation, you will find yourself outside and go into the jungle. Talk to the French guy. When you find out all the information, release him.
You can, of course, kill him. The choice is yours. Make your way back through the jungle. At night, instead of bandits, vile monkeys sometimes appear - skeletons and just skeletons. Also disgusting. I advise you to just run past. When you get to Greenford, go to the port and board the ship. Swim to Sailhard.

2. The governor will thank you, give you 3000 tugriks and give you a new task. Sink a ship with ammunition. We are sailing on the Fale de Fleurs. At the port, talk to the sailor from the barque Oiseau, the very ship that needs to be sunk. Let's go to the tavern. Talk to the innkeeper. Head upstairs. You can kill the man, you can just pay. If you still killed him, the innkeeper will come running. To get rid of the corpse, he asks for 1,500 tugriks. You can give it, or you can silence him with threats. One way or another, you will have the accompanying papers. Talk to the port master. His house is closest to the water. After talking with him on the street, the captain of the barge will run up to you. Go out to sea. The easiest way is to bring the bark to Redmond's fort, and when it has a couple of percent of hit points left, fire a control salvo. You can simply board him at sea. True, if you have not captured any ships before and are sailing on a lousy lugger, this may become a problem for you. Well, then use the first option.

3.The governor will thank you, give you 5000 tugriks and give you a new task. Escort the sloop to Greenford and meet the agent in Oxbay. When you land in Greenford, a peasant will approach you and assign a arrow to the gray rock bay. If you arrive during the day, then pass the time in the tavern. There will be a little trouble with the Frenchies in the bay. When you kill everyone, you will find yourself in Greenford again. Follow the already known path to Oxbay. On the second floor of the tavern, talk to the man in the French uniform. Kill the soldiers who came running. Stand on the stairs and kill one at a time. Then run to the shipyard.
The shipyard owner will give you a chest. Then go back to the tavern and talk to the Frenchman. You will find yourself on the street. Run left. You will see an old friend. After the conversation, run to the port. When talking to the guard, say that you are friends of the captain. Run to the boat. The path will be closed until your friends board the boat. Quickly swim away from the fort and ships. If you're lucky, the wind will blow where you want and you'll run away without any problems. On a corvette. When you find yourself on the map, you can attack someone. Or you can return to Redmond.

4. Sailhard will give you several tugriks and say that the next task is to storm Oxbay. He will tell you the date later. Let's go to the tavern. Near the entrance you will be met by two pirates and asked to give them a chest. Give it back. Otherwise they will kill you. Pirates are immortal. We go into the tavern. There are two people standing at the counter. Talk to the woman. Her name is Danielle. After talking with her, soldiers will enter the tavern. Kill them. During the battle, Ralph, Danielle's boatswain, will be killed. Even if he doesn't get hurt, he will fall dead after the fight. From a heart attack, probably. Daniel will run away. And the soldiers will enter the tavern again. Nathaniel will give up. What a fool! You can kill them without any problems! Well, because of Nathaniel's stupidity you are in jail. Talk to the jailer. If the authority is more than 6, then he will help you escape. When you get the sword, kill the soldier guards. The governor will come in and apologize. If the authority is less than 6, which is more likely, you won’t have to kill anyone and the governor himself will release you. One way or another, you are free! The governor will say that Oxbay has been liberated (When did they have time, interesting?) without our participation. Great! The governor will explain the reason for the arrest and give a new task.

5. You need to find Raoul Reims (remember that dude who met you on your first day in Redmond). He was on a very important mission and defected to the French. Our path lies to Quebradas Costillas, to the pirate's lair! Upon arrival at the port, you can ask the sailors about Reims. They will answer that they saw him, but we’d better ask the local barmaid, Iness Diaz, about it. From the port, go right to the gate. Or you can go left to the strange house. If you killed Malcolm Hatcher during training, then a surprise awaits you in the house. True, there is no sensible explanation of how to kill him. You can only use Hex. So, in the city a performance will be staged for you, or rather a duel, and not really for you: You can let one kill the other, or you can help the other. One way or another, an officer will join you. This duel is the beginning of a new quest, but see about that in another article. Talk to Iness Diaz in the tavern. What an intractable woman! Well, we leave her bedbug infestation and on the street a certain pirate will give out information about Raul for 1500 tugriks. Pay money! If you consider these measly one and a half grand as money! Now our path lies to the Portuguese colony of Conceicao. This island is located at the very top of the map. Your path lies to the tavern. Ask about Raul. He won't answer anything sensible. Now ATTENTION! When you go outside, a man from Camilo Machado will approach you and will take you to the leader of the smugglers. BUT! You may feel stupor. That is, the game seems to work, but you can’t do anything! This can happen if you completed the quest "French Pirate in the Tavern", which can be taken on Isla Muelle in version 1.01. So I advise you not to complete side quests until this moment. So, talk to Camilo. He will say that Raoul was really here, but has already left. He lived in his personal house, into which we were prohibited. Well, good. If you want to have fun, kill EVERYONE in town and go to his house. If you don't want to, wait until the night in the tavern. And climb into the house through the window to the right of the house. There is no window there, but the sign to enter and an open lock will appear there. Start searching in the house. After you find the ship's log and letter, guards will come through the door. Even if you killed them. They are, like, important quest characters and were resurrected themselves. We return to Redmond.

6. The governor is disappointed. Well, okay! Nevertheless, he will give the money and give a new task. Take the letter to the pirate leader on Quebradas Costillas. You won't run into any trouble during this mission, so let's move on to the next one.

7. The governor turned out to be a collector and asks to deliver him several Hindu, excuse me, Indian figurines. They were stolen by pirates from Duwezen. An interesting task, but it can be completed in different ways. Path one: We sail to Duvezen and immediately sink or capture the bark (you can use the swim to button. You now have the figurines.
Path two: We make our way through the jungle to the bay, where a sailor will meet us and offer to attack and take them by surprise. You have the figurines.
The third way. Hemorrhoid: At Duwezen's tavern, ask the innkeeper about the figurines. A pirate will approach you and, for a small fee, will take you to the pirate camp in the jungle. Go to the pirate leader. He can sell the figurines for 10,000 tugriks. Big money. Well, let's pay! Return to Duwezen. Then to Redmond to Sailhard.

Pirates' Treasures is an exciting adventure game that quickly found the key to the hearts of gamers on social networks. The application first appeared on the social site Odnoklassniki, and soon did not leave VKontakte visitors indifferent. The application is based on the popular cartoon. This incredible story has it all: legendary cartoon characters, secrets, dangers, riddles and secrets to unravel. The main pirate characters are looking for answers in the dangerous seas.

The game is based on a logic puzzle with the addition of arcade elements, one of the classic match-3 genres, but with its own unique features. Some gamers say that it is primitive and simple, but the pirates have a good plot with developing events and levels that have their own secrets and are not as easy to complete as it seems at first.

Simple rules of the game

The rules of the puzzle are quite simple and clear:

  • for 3 crystals in one row, your piggy bank is replenished with points;
  • for 4 you get a lightning stone that will destroy crystals in a vertical or horizontal line;
  • The cross crystal also makes passing the level easier; this is your key to winning, which is capable of destroying stones along vertical and horizontal lines; it can be earned by creating a corner from crystals;
  • in the popular contact, as in the applications of classmates, for 5 crystals in a row a crystal star is created, which destroys stones of a certain color.

Gold in pirate chests

For each level you complete, you are awarded stars in your classmates, just like in the same contact. In one level you can earn a maximum of 3 stars. If you have 3 stars in your pockets, pirate chests and bonuses will open for you. And you, like real pirates, are entitled to treasure, that is, gold.

You can get rich in gold by giving gifts to your classmates. Social network VKontakte also gives gold for gifts to friends, and also gold from pirate chests for successfully completing a level. You can do it for gold coins useful purchases. The amount of gold depends on the number of victories. Passing a level can be made easier by a hammer breaking one crystal on the field, a hurricane mixing up all the stones, or lightning burning out rows of stones.

Obstacles that won't let you get bored

In pursuit of pirate treasures, you will meet some heroes with whom you will have to fight and overcome obstacles. The crabs will be indignant and block your path to the necessary stones. Fight the crabs and you will receive the key to numerous bonuses.

“Pirate Treasures” will not give you the opportunity to get bored and will captivate you with its excitement. And if a trap appears on your way and the passage turns out to be difficult, you can attract your VKontakte friends to help. You will quickly get used to the new exciting sensations from this application.

The game has its own secrets that will help you overcome levels quickly and easily. You need to remember that three stones simply break. But if you add one more to these 3, you will get 1 piece, but it will be much more effective than 3 stones and can destroy an entire line of crystals. The key to completing any level is the star, although it is not easy to collect.

Limitations of the game and how to deal with them

This VKontakte application has many advantages compared to other similar puzzles from the three in a row series. But it also has a significant drawback - the presence of a donation. But cheats will help you cope with this disadvantage and get the necessary resources. For example, players can only spend a limited number of lives to complete levels. When they end, you cannot continue the game. But, cheats allow you to acquire any number of lives and play in your favorite contact without defeat as much as you want.

First, you need to download cheats in order to take advantage of the opportunity to increase the lives of this VKontakte application. In addition, they will allow players to take advantage of bonuses at any time and collect the required three stones. In Contact itself, of course, it is not allowed to use cheats, since this is outright hacking and unfair play. But, as a rule, this does not bother fans of match-3 games. Moreover, cheats are easy to install using a special program, and they provide unlimited opportunities in searching for pirate treasure.

Cheat program and its capabilities

By installing the cheat program and reading the instructions, you will find the answers on how to become the winner of the application:

  • cheats can be used for coins;
  • you can hack and cheat (special codes will help with this);
  • there are codes for bottles of rum, hacking them will allow you to open the next level;
  • it is possible to hack the stars and you will receive the key to the chests and, accordingly, to coins and treasures;
  • hacking the puzzle will allow you to restore your lives for free with just one button.

 

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