The game of corsairs, to each his own Dutch gambit. Dutch Gambit: basic options. "Corsairs: To each his own." "Dutch Gambit"

Walkthrough of Corsairs To each his own. Dutch Gambit. Dutch West Indies Campaign
The first task is the Dutch Gambit. Dutch West Indies Campaign
We sail to Martinique in Saint-Pierre to visit our brother and there we receive valuable information from him.
From the magazine: My dear brother set me another task - to gain the trust of the powers that be. I have a choice: either hire myself into the service of the Dutch West India Company, or find some influential English privateer in Antigua, or find who-knows-what in Bridgetown. Yeah. fun... Well, at least the decision is mine! I received my first assignment from the vice director of the Company. It is necessary to accompany the flute of a certain Balthasar Ridderbock. I can find a merchant at the port office.
Go to the Willemstad Port Authority and talk to Ridderbock Balthasar. From the magazine: Balthasar Ridderbock is my companion. I'm heading for Philipsburg.
As soon as you go out to sea, Alex Lyuty will immediately begin the chase on his ship. His ship is very fast, so he won’t be able to escape! It is best to go out to sea and stay near the fort, thereby the fort will help you in a battle with two ships. Destroy ships or take them by boarding. You shouldn't catch up with him. Land on the shores of Philipburg on Sint Martin, talk to Balthasar and receive a modest reward from him. The task is completed - Balthazar is in Philipsburg, and his pirate enemy is at the bottom. I was paid 5,000 for the work - Ridderbock is a rare miser... I return to Willemstad to Rodenburg. Sail back to Curacao, go to the GVIK residence and talk to Rodenburg.
The second task is the Dutch Gambit. Dutch West Indies Campaign
The next task from Rodenburg is to go to Cuba, to the city of Santiago and deliver some package into the hands of Don Simono Acevedo, a senior official at the Geraldi Bank.
From the magazine: It seems I am to become the Company's negotiator. Lucas Rodenburg instructed me to deliver a package and a sum of money to the Geraldi Bank branch in the settlement of Santiago, Cuba. Strange, but he was clearly tormented by some concerns about the mission ahead of me, and Mynheer Rodenburg refused to explain them.
It’s worth hurrying to meet the deadline - 15 days to Cuba. And you should look around carefully. Swim to Cuba (in the upper left corner of the map), do not swim to the city of Santiago, because... you are enemies of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sailing mode off the coast of Cuba. Press Enter and navigate to Anna Maria Bay. Moor to the shore and follow this way - go to the next location along one road, and then choose the path to the right, right, straight (the only one), right, right. You will be at the location with the city gates, they are around the turn to the right. Enter the city after 00-00 to avoid being stopped by security. Hide in a secluded place (in the corner behind any building), rewind the time to 8 am and go to the bank. The bank is located in the alley opposite the residence. Talk to Simon, say that you need information and then tell him who you are here from. Simon will want to answer and asks to come back the next day. Exit the bank and you will be stunned.
From the magazine: Mynheer Rodenburg's fears are beginning to come true. They stunned me right on the street, near the Geraldi Bank and locked me in some room! What was this guy asking? Who the hell is he? No matter... he didn't even tie me up and left - I'll make him regret this oversight. There must be at least something in this room that could pass for a weapon!
Talk to the enemy, don't reveal all the secrets, don't talk about compensation. He will leave, leaving you in the custody of his bandits. When the bandit comes out, find a harpoon in one of the chests and use it instead of a weapon through the inventory menu. The villain will return - kill him with a harpoon in normal combat. Leave the room, go downstairs and stumble upon Vernon, the first bandit, kill him. In fact, it is not so easy to kill bandits; you should either level up your hero well before that, or read up on healing potions, or both. But to be honest, fight in slow motion for 0.5 times (NAM +, - keys), save two healing potions for the second bandit. After you kill the first bandit, run straight down through the door; it will be extremely inconvenient to fight in the passage.
From the magazine: I managed to escape, but my captor and his assistant were dead. My gear is probably stored somewhere in the house. We need to look hard. It’s a pity, of course, but I never found out what was going on here. And to hell with it! I need to pick up the reply letter from the banker and go back to Willemstad - I somehow feel very uncomfortable in Santiago...
There is a chest on the first floor - take from there all your things that the bandits took from you. Leave the house, go to Simon's bank and pick up the response letter. Simon will convey the answer in words - “this man must die.” Rewind time to 24-00, standing near the gate with security, and leave the city, because... There will be no more guards at the gate. Run towards the ship all the time, turning right at the forks. Board the boat on the shores of Anna Maria Bay and return to Curacao to the GVIK residence.
From the magazine: Mynheer Rodenburg's gratitude is impressive. But about the incident in Santiago, nothing has become clearer. Perhaps in the future I will be able to find out more, but for now, I have seven days to get myself in order.

In just a few seconds, a calm breeze turns into a destructive squall. The clear sky becomes menacing due to many clouds. Torrents of rain and lightning erupt. Suddenly, from behind the horizon, a chilling horror appears on torn sails, a nightmare on the waves. It brings death to all living things. This is a ghost ship.

In the empty labyrinths of the abandoned temple there are many creepy guards who are summoned by the angry god of death Yum Simil. A powerful ancient artifact must be returned to the Dead Kingdom. Then the Caribbean archipelago will get rid of the evil spirits that want war.

  • The mystical macroquest will take at least 6 in-game hours;
  • The newest unique military galleon is a 1st class ship;
  • New unique melee weapon – katana;
  • New unique firearms– double-shot pistol;
  • New unique armor- Lamport costume.

Don't be afraid of the undead. The brave can overcome anything! You will have to find three artifacts and return the jade skull to its place.

Attention! This quest Available only if you purchase DLC in the Steam store!

Conditions for receiving the quest: The Dutch Gambit must be successfully completed. If you completed the "Dutch Gambit" for GVIK, or Secret Organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. Game version - 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: military galleon “Flying Heart”, double-shot pistol, Lamport costume, potion from the shaman, katana.

How can I get the quest? There are three ways to do this:

  1. Buy a strange amulet from a beggar in town
  2. Remove a strange amulet from the body of a murdered Indian in the jungle
  3. Find a strange amulet in the chest in the captain's cabin of the aborted ship.

To begin the passage of Corsairs: To each his own - Kaleuche in one profile can be obtained “Strange Amulet” in any way. It will end up in your hands anyway.


So, you have a “Strange Amulet” in your hands. It is necessary to find out what its purpose is. Who can give a hint? Naturally - lighthouse keepers. You can also give orders for amulets to them. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. In any case, one caretaker will tell you how the amulet appeared in the Caribbean and that Charles is the third person to show this thing.

However, only one person can know how to use the amulet. This is a shaman of the Carib Indians. The tribe lives in Dominica. Make no mistake, the Indian doesn’t talk to anyone. In order for him to start communicating with you, you need to give him an offering. And he only accepts firearms. This is not a simple pistol, but a real combat musket or naval carbine.

When you get something useful, go to Dominica. Find a Carib village deep in the jungle. In one house you will find a shaman, talk to him. When he recognizes his amulet, he has to find the other two. Passage of Corsairs: To each his own - Kaleuche continues.

Don't think it will be easy for you! As soon as you enter the island's waters, a severe storm will begin. A ghost ship will rush towards your ship! By the way, he won't shoot. As soon as your ships get close, the ghost will begin boarding. You need to deal with the skeletons on the ghost's quarterdeck and go to the captain's cabin.

In the captain's cabin "Kaleuche"


Don't try to hammer the undead captain. He doesn't care! After a while he will stop and start a conversation. The captain will say that he and his crew are immortal. He attacked because he needs a strange amulet that you possess.

Well, start fighting him again. As a result, you will fall unconscious. You will come to your senses on the shores of Dominica. As for health, he is in the red. A sailor from your ship will run up to you, or a girl if you managed to complete the Pirate Saga. From the conversation you will learn that your team was able to drag your body from the ship. But your ship was sunk in just one salvo.

Passage of Corsairs: To each his own - Kaleuche continues. By the way, the sailors also managed to take your chest from the cabin, so your little things remained intact. Talk, go back to the shaman and find out how “Kaleuche” showed up in the Caribbean, why he needs amulets and how you can fight him.

As for the fight, it’s not difficult - you need to find the two missing amulets, as well as the jade skull of Yum Simil. It is now with Joaquim Merriman. Well, we'll have to take it away. But first you need to find the remaining amulets before the undead captain. The shaman will give advice to find a fast ship that will get away from the Kaleuche.

Hint: Ships such as Mirage, Meifeng, Valkyrie can escape from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to access them. Pay attention to small class ships, but not commercial ones.

Walkthrough of Corsairs: To each his own - Kaleuche. Return to the lighthouse keeper who told you about the amulet. Ask him about the other two amulets. Or rather, who can own them.

So, you need a hunter from Belize, Fergus Hooper, Jack-Jackson from Barbados. All that is known about him is that his ship is called “half-woman, half-bird.” In fact, the title is "Harpy"!

Barbados

You need to ask the port department about Jack-Jackson. When asked what the name of his shebek is, answer “Harpy.” They will tell you that this captain is now in the service of the Dutch West India Company. That's where you need to look for him. Travel to Curacao. At the GVIK office, you will find out from the one who sells trade licenses that your Jackson operates regular flights between Port Royal and Phillipsburg. Find the right ship on this route, send a boat to the xebec.

You learn that Jackson keeps the amulet in a chest in a lighthouse in Barbados. So that’s why the undead captain couldn’t get him! However, Jackson cannot travel to Barbados with you. He has a contract. Therefore, to complete Corsairs: To each his own - Kaleuche buy the key for the chest from him. It costs 500 doubloons. Return to Barbados and disembark at the lighthouse. In the chest you will find a strange amulet, as well as a two-shot pistol and other small items. Deliver the amulet to the shaman, as “Kaleuche” is now hunting for you.


Belize

In Belize you will find out that your hunter will arrive no earlier than in three days. In addition, it will be between 6 and 9 pm. Wait for him. It may appear in a week. Ask, in general, about the amulet.

He would gladly give the amulet, but local bandits robbed him. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the prison commandant, but there you will not learn anything except that the bandits have assistants in the city. We'll have to tackle the white stuff ourselves.

Rumble around the houses. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait for midnight, blow into the jungle. In the next location you will meet bandits outside the city gates. Give the note and receive an invitation to the case. This is a merchant robbery.

To complete Corsairs: To Each His Own - Kaleuche, you must agree and help them. At the next dialogue, you will receive another invitation to the case. It will happen in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go into the cave, there will be a cache there. Find the amulet, Lamport's suit and other rubbish. Two bandits will discover you. You'll have to kill them and go to the shaman, running away from "Kaleuche" along the way.

Hint: if you hand over two bandits to the commandant, then three days later you will receive a reward for capturing the scoundrels.

Jade Skull

So, you need through Yum Simila. IN this moment Joaquim Merriman has it. Blow to Willemstad. The Portuguese rented a room there. Don't rush anywhere at the pier. A monk will run up to you and tell you that Merriman has disappeared. The owner of the house in which he rented also disappeared. Plus, strange things happen there at night. However, the soldiers found nothing.

Naturally, you will have to figure out what's what. Passage of Corsairs: To each his own - Kaleuche continues. When midnight comes, go to the house opposite the residence. You need to go up to the second floor. The monk did not deceive! Quite thick smoke will rise above the chest near the bed. After this, a skeleton holding an ax will appear in the room! When you've dealt with the undead, search the corpse. You will understand that this is what a housewife is. Yes, after all, Merriman is a very dangerous guy!

Go to the church, talk to the priests. From him you will learn that Joaquim is a former nobleman. Now he is a terrible sorcerer. In Havana, missing citizens were noticed, as well as attacks from the undead. Well, go to Cuba. Here you need to go to church. From the local monk you will learn that all sorts of undead are in the jungle in a cave. The passage to this place is guarded by a musketeer.

Blow into the jungle. In the location in front of the cave, talk to the musketeer. He will let you through. During the further passage of the Corsairs: To each his own - Kaleuche must kill all the skeletons both at the entrance and in the cave itself. As soon as the last cave skeleton falls to the floor, smoke will begin to pour out of her corner. This is where the Chavinavi comes in. Those who pass as Richard Gambit will immediately recognize the creature. Kill him, go back to the monk. He will express gratitude. This is all great, but you still haven't found Merriman. By the way, he is somewhere nearby!

Nobody saw him in the city. We'll have to look for him. At the cemetery, approach the caretaker. Press on him, then you will find out that Joakim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key and go for the skull. Go into the crypt, walk past the coffins, go through the door.

You find yourself in a cave with a series of grottoes. We need to clear out skeletons everywhere and find Merriman. You will find him in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. First, fight off the summoned Chavinavi, then the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the Chavinawi himself will die. Search the corpse of a Portuguese subject. Take the jade skull from him. Don't forget to also search the cave and take the Easter chest. Continue with Corsairs: To Each His Own - Kaleuche.


It's time to head to Dominica. Now there is a strange thing - if the amulets attracted the ghost ship so much, then the jade skull is not interesting to him at all. When you come to the shaman, listen to the story. You must listen carefully, as this is important! Then take two amulets. Regardless of whether the amulets are worn or not, they are only good for a month. Within this period, you must find the island with the Yum Simil temple. Leave the skull there.

Hint: If you have completed Pirate Saga, then you will find out the coordinates of the island from Nathaniel Hawk. Well, if not, then you need the center of the notorious Bermuda Triangle. Its peaks are St. Maarten, Antigua, St. Christopher. Get ready to fight serious battles, both on land and at sea.

So, you have found Hael Roa. On it you must leave the skull of Yum Simil. Go to the depths of the island, where the temple is visible. Climb to the top, come in. When you get to three passes, you need to choose the middle one. Go up the stairs. Next, you need to navigate by the “skull-sun” sign. Focus on the sun, killing skeletons and Chavins along the way. When, during the passage of Corsairs: To Each His Own - Kaleuche, you open the door, you will find yourself in a room with teleporters. Go to the right one. Further there will be only one road. All teleports are correct. After entering the last teleporter, you will find yourself in the sanctuary. The Chavinavi leader will approach you there.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman’s story, which you had to listen to carefully! If the answers are incorrect, at least one of them, then the leader will attack you. If you do not make mistakes, you will receive the skin of a leopard warrior.


After finishing the conversation with the leader, go to the statue on the other side of the sanctuary. Place the jade skull. When you leave the temple, you need to go out to sea. The military galleon “Flying Heart” is already waiting for you in the water area. It already has a mortal crew led by a captain. Take the former ghost on board, mow down everyone who comes across. Along the way, you need to search the skeletons, which may contain interesting amulets. There will be a battle with the captain in the cabin. Afterwards - conversation. At the end of the conversation, kill him. Remove the first strange amulet from the body. In one of the chests you will find a katana. The other will contain 5,000 doubloons. You won't be able to carry them away, so don't try in vain.


Here it is, the chilling “Kaleuche”... ours!

Do you think that the walkthrough of Corsairs: To Each His Own - Kaleuche is complete? Not so! We need to return to the shaman and give him the amulets. You will receive a task - deliver 15 mangaros. From them he will prepare a potion for you. You can bring everything to him at once. You can, as you find it, in fives. As a result, you will receive three potions: a stamina potion, a reaction potion, and a potion of your choice. As soon as you receive the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

Good day, dear friend!

Today the subject of our attention is the half-brother of the Peruvian gambit, which we have already examined. Namely, the Dutch Gambit, a rather original discovery of Dutch chess players.

What kind of gambit is this?

An edgy sequel developed and introduced by Dutch masters, primarily L. Prince and T. van Scheltinga .

The Dutch Gambit or Dutch version, as it is sometimes called, is one of the ramifications of the gambit

I think it's easy to notice that the Dutch Gambit starts from the same position as the gambit we discussed earlier. Instead of 5…Qb6, black is playing 5…cd

The meaning of the move 5…cd– by sacrificing a pawn to get ahead of the opponent in development and seize the initiative.

Significant contributions to the theory and practice of the Dutch Gambit were made by Bronstein, Keres, Geller . Sometimes the “Dutchman” is used by modern grandmasters. He was seen in the debut repertoire Vitiugov, Naiditsch .

Main options

Let's consider the main options that arise in this original.

6.Q:d4

There was also a preliminary 6.Fa4+. However, the practical test turned out rather in favor of Black.

For example:

Black's position is even better. Pachman–Prince, 1949 See also the section on errors and pitfalls.

So:

6. Q:d4 Be7

Preparing to gain tempo with your move Ks6

Straightaway 6…Ks6 not good in view 7.B:f6 gf 8.Qe4

7.e4

The move considered the best. When 7.Kf3 ed it turns out an improved version

Other options:

7.Rd1?!

Example option:

Black has the initiative for the pawn.

7.0-0-0 ?!

This beautiful move also has a dubious reputation.

For example:

Again, Black has sufficient compensation.

7.Fa4+?!

Black has the initiative.

7.e3

With a full game for Black.

Let's get back to the move 7.е4

7.e4 Ks6

A programmatic move within the framework of the idea of ​​the Dutch Gambit.

White before choosing: 8.Bb5, 8.Qa4, 8.Qe3 And 8.Qd2. Let's look at it in order:

8.Bb5

This energetic move is not scary for Black.

For example:

Black has the initiative.

8.Fa4

Black levels the game.

With counterplay for Black.

With compensation for Black's pawn.

8.Qd2

Black has compensation for the sacrificed piece.

Gulko – Giorgadze , 1969

White fought back, but it is not easy to realize a material advantage.

Sadie - Bisguier, 1971

In addition, there is a feeling that Black's play in the last example can be strengthened.

Common mistakes and pitfalls

White's knight is caught. Play it right 7.Q:d4. Better yet, take the pawn a move earlier - 6.Q:d4

As you can see, a witty attack Nb6 allows Black to resist even a seemingly fatal double check from White. And not just to resist, but to maintain material superiority.

For whites the lesser of evils 9.Q:d4

It should be noted that if White plays Nb5 without prior exchange for f6, Black can no longer allow a double check:

And White wins.

Black wins an exchange.

A short summary:

The peculiarity of the Dutch Gambit is that it has quite a lot of pitfalls. Above we were convinced of this statement.

White must play carefully, including in terms of the order of moves. Otherwise, you can not only give up the initiative, but also lose the material already in the opening.

Approximate games

Gradelius - Naiditsch , Douglas, 2016 ½: ½

Tukmakov — Ubilava , Rostov-on-Don, 1980, 0:1

Smyslov - Geller , Moscow, 1955 1:0

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Now you must sail to the island of Antigua to find the informant on it. He is the one who can tell the right person, through whom a message can be conveyed to Fleetwood. Head there and anchor in Falmouth Bay. Then move to the city. Be careful, because the Mirage ship robbed the British more than once. Try not to be exposed. Once at the fork, go left and go through the city gate. Then move further until you find yourself near the stairs. Stop and find a pharmacy nearby. There you will meet a man who will provide information about one of Fleetwood's friends. You can continue the passage of Corsairs: To each his own and return to board the ship.

Open your map and travel to Dominica. After Longway does not come to your aid, wait until the Valkyrie ship, under the leadership of Fleetwood, looms on the horizon. Make every effort to capture this ship and talk to the captain. Only after you talk to him will his lives be restored again and you will have to get rid of him again. If you don’t want to fool your head, then just let the ship sink.

Then return to the island of Curacao and tell Rhodesburg what you have done. This will add 150,000 gold to your balance. You will also learn that the ship on which you performed the assigned tasks has now become yours. And the previous one was flooded near the pier. Then head to the governor to receive one of the state awards in the amount of 1000 gold.

Fourth task. Jew's money

After you take a break for a week, return to Rodenburg and receive the next task in the passage of the game Corsairs: To Each His Own. He will tell you that he is in love with a girl named Abigail. However, she resists marrying him, without giving reasons. You have to figure out what's what. Head towards the residence and turn left.

Once you are not far from the gate, go into the house on the right. Go inside and go up to the second floor, where you will find the girl. It turns out that she does not want to marry Roddensburg, so that she will not be condemned for doing it for profit. In order to avoid such rumors, you need to find a chest on one of the islands that her father hid. Don't waste time and go down to chat with the old man. However, he will not remember the location of the island.

Leave the building and move along the street until a stranger approaches you. After talking with him, you will find out that his name is Joaquim Merriman. He will ask you to follow him, agree. Once you are in the room, talk to him. It turns out that he is interested in the skull, which is hidden in the same chest as Solomon's savings. If you bring him this skull, you will be rewarded with half a million pesos. Continue passing the game Corsairs: To Each His Own and agree to complete this task.

Open the diary and read that the coordinates of the desired island can be found in the records of the Berg and Fleetwood baths. Now you will need a compass, hourglass, astrolabe and chronometer. Bring up the alchemy menu and combine the chronometer with the hourglass to create a functioning chronometer. Then hurry aboard your ship and go to the cabin. Then use a function with which you can find the island only by coordinates.

Once you have the information, begin your journey. This piece of land is located between the island of Curacao and Martinique. After you reach your goal, disembark and go to the fork. Move left from it, and then go into the grotto. There you need to find the desired chest. After you take the contents from it: skull, gold, money. You can return to Solomon and give him what you found. It's up to you to decide whether to return the skull to him or get half a million pesos. Then go up to Abigail and tell her everything. It turns out that she now agrees to marry Lucas.

Now, in the walkthrough of the game Corsairs: To Each His Own, you should head to Lucas and report this. He will reward you with an amulet and 50,000 pesos. However, he has no work for you yet, so take a little break and do something else.

Fifth task

After some time you return to the island of Curacao, a stranger will suddenly run up and say that Rodensburg wants to see you. Talk to him and find out that you need to kill the traitor Murdoch before he does so. Open the map and start your swim to Antigau. Drop anchor in the port and go to the church. Stop and see two buildings opposite it, go to them and find a hatch between them. Open it and start going down into the dungeon. No matter how hard you try to avoid getting into a dead end, you will still end up there.

Look around and find a passage in the wall. Go there and examine it to see the entrance to a warehouse with barrels. After you enter it, finish off Murdoch and his accomplice. Then, in the passage of the game Corsairs: To Each His Own, you will need to select the third bottom line in the dialogue with Longwei in order to hire him. Now you can search Murdoch's body and find the keys to the pharmacy. You can move further around the warehouse and climb the stairs.

Once at the pharmacy, go to the chest and open it to pick up 25,000 pesos and an archive belonging to John Murdock, who once worked for GVIC. Now you need to try to find the encryption, which is located in the subway. Only then can you return to the city. Using the hatch for this, you can go to your ship and climb on board. Start your journey to the shores of Curacao to complete the quests in the Dutch Gambit series. Approach Rodenburg and report to him what you have done.

Dutch Gambit. Secret organization

In order to begin completing this series of quests in the game Corsairs: To Each His Own, you should meet the following indicators:
- Weapon skill at least level 30;
- Character experience - at least level 15;
- Reputation should also be at the “Unknown Pirate” level.

If you have all this, then you can go to Barbados and chat with the owner of one of the taverns, whose name is Gaston the Bald. It is from him that you will receive your first assignment.

Spanish Hidalgo

Now you have to eliminate one Spanish nobleman who calls himself Fernando Rodriguez. It can be found on one of the islands under Spanish rule. Since the appearance of this character is randomly generated, simply stop in different cities and visit taverns at night to find him. If you find yourself in the right place at the right time, the owner of the tavern will tell you that he is walking somewhere around the city or spending the night on his brigantine. Then find the ship, board it and finish off Rodriguez. Just don’t think about letting the ship sink, because after you kill the enemy, you need to pick up his belongings and deliver them to Bridgetown to Gaston. If you do not do this, the task will not be considered completed.

Ship's log

After completing the game Corsairs: To Each His Own, Gaston will give you new quest, get ready to steal the ship's log from Richard Fleetwood. After 10 days, he will appear in the governor’s reception room, at which time you need to be in his house, kill the guard and climb to the second floor. There you will find the magazine you need, then exit. Be careful, as three enemies will now attack you. Having dealt with them, run out into the street and finish off the rest. After a while you will lose consciousness.

Preparing a trap

You will open your eyes already in the pharmacist's house. Try to follow him carefully and get out of his house at night. In order to do this, you need to use the dungeon. But when you come to your ship, it will be arrested. But don't worry, because Gaston will now provide you with a courier lugger. However, if you do not want to complete the task on it, then return to the pharmacist. In the further passage of the game Corsairs: To each his own you need to talk to him to find out what best friend Fleetwood, Charlie Knippel is now preparing to sail towards Curacao. And he will be on the brigantine. So you have a whole week to catch up with him.

Get to the outskirts of the island of Curacao and try to board this brigantine. Afterwards, you can interrogate Knippel, and then move to the city and find Fleetwood’s lover with him. Persuade her to sail with you to Antigua.

Then head to the tavern and find a heavily drunk man there. After he agrees to deliver the message to Fleetwood, he will tell you how much this service will cost you.

Fall of the Valkyrie

Open the map and navigate to Turks Island. After walking a little, you will meet Fleetwood and talk. Then you need to fight him. After winning, return to your ship and head to the island where Valkyrie is located. Try to board the ship, and then return to John. As soon as you report to him what you have done, he will offer you an officer's rank. Of course, we should agree.

Dutch West India Company

In the further passage of the game Corsairs: To Each His Own, you will have to become an opponent of GVIK and enter into battle with Lucas Rodenburg. Once you receive a tip on the brigantine GVIKA, which is currently located between Antigua and St. Christopher, get down to business. Open the map and find this ship there by its purple color. After you board him and deliver the letter, return to Willemstad.

Once you are there, you will see that the Meinfeng ship is now in the roadstead. Head to the tavern and find out more about this ship. Afterwards you can head to Van Hato Bay. Now you can see a purple ship in it. Try to overtake him and board him. Then continue the passage of Corsairs: To Each His Own and move to the Mainfeng. Go down into his hold and interrogate the Chinese. Just hurry up to carry out the interrogation as quickly as possible, because the Chinese may die from his injuries. He will ask you to drop him off in Guadeloupe. Agree to learn important information.

The end of Lucas Rodenburg

Head to St. Christopher and sail the new ship to the Dutch galleon. Once you get close, send a boat to him to chat with Stevezant, and then go with him to the island of Curacao. Once on the spot, you can arrest Lucas to get a decent reward. After you return the ship to GVIK, you can head to Antigua.

Dutch Gambit:

We sail to Antigua, go left and go into Charlie Knippel's house. In order to be given a task for the English side, you must have the following characteristics: navigation – 30 points, positive or neutral honor, and the main character’s rank is not higher than 15.

If you have met all these conditions, you will receive the first task. We need to capture the East India ship. Before taking on this task, go to the taverns and hire a couple of boarders who can become officers. Also purchase nipples and cores. After that, return to Charlie and take on the task. You will need to cross the direction Martinique - Antigua - St. Christopher. Also, fourteen days are allotted for this task. If you do not meet this deadline, the British will not work with you. But in theory you should meet it. As soon as you see a ship with purple sails, this is our goal. Swim towards it and engage in battle. We destroy two small ships and board the big one. After a successful boarding, we assign an officer to the ship with the silver and return to Antigua to Charlie Knippel. We report on the availability of the ship and silver on it, and receive orders to come exactly one day later to meet the commander, receive a reward, and also a new task.

Walkthrough “Corsairs: To Each His Own.” "Dutch Gambit" for England


Walkthrough “Corsairs: To Each His Own.” "Dutch Gambit" for England

Richard talks about the Schneur family, about Abigail, about her father, who thinks he is an evil pirate and therefore wants to marry his daughter to an evil Dutchman, who is Richard’s enemy. Richard will ask you to bring Abigail to him, and we agree. We sail to Willemstad and go into the Schneurs' house, which is located next to the residence. Solomon meets us at the house and begins to tell us about some kind of grandfather’s skull and that we return his money. He will also tell you where Abigail is. We go to church and talk to her. Abigail doesn't want to leave her father until the family treasures are found, so we will need to find them. To search for latitude and longitude, we will need a compass, as well as a working chronometer. We have a compass, and the chronometer is bought in the GVIK building. A working chronometer is made in the inventory (K) by crossing hourglass and a chronometer. After that, go to your cabin, put on a working chronometer and compass, and then use the “thinking out loud” option to look for Right place. Coordinates: 12’48 and 64’41, swim to these coordinates and then go out to sea. By the way, the coordinates do not have to be absolutely the same; an error is permissible. The main thing is that when you go to sea, an inscription about the location of the island appears in the ship's log. After this, land on the island and go to the grotto. A chest awaits us in the grotto, but it explodes as we approach, and a zombie, the Chavinavi guard, will emerge from the ground. We kill him and rummage through the corpse, after the chest - in the chest instead of money there will be a head. After the events we experienced, we go to Richard Fleetweed and tell him about everything we saw.

Arriving at Richard Fleetweed, we tell everything we saw and show the head of Bald Gaston. Richard will ask you to look into this situation and go to Bridgetown (Barbados) to check whether Gaston really died or this is a deceptive maneuver by our enemies. After this, we should sail to Curacao, to the Blanca Lagoon, to Charlie, who will be waiting for us with money to ransom Abigail. We need to do it in twenty days. We sail and go to the tavern. There we receive a letter from Gaston with warnings about the Englishman and the Dutchman. And that you can’t trust anyone. Now we need to sail to Curacao, to the Blanca Lagoon, where Charlie is waiting for us. We arrive at the place and find out that there is no need to swim anywhere else. Charlie hands over a letter from Richard wishing him good luck and two hundred thousand pesos, so as not to be completely disappointed in this English traitor. There is nothing to do, you will have to fight with Dutch dogs. Also, Charlie will be asked to join your team. Take it, you won't regret it. At the exit from the lagoon, three Dutch warships are waiting for us. You can fight them, or you can run away. Remember, if you decide to fight, you will ruin your reputation with Holland.

After you detach from the fleet, sail to Antigua to find a pharmacy. Go down into the underground passage, which is located next to the entrance to the church. Wandering through the catacombs, you will stumble upon Murdoch, who, in turn, will not want to give up the papers and will attack you. Be careful, he is not alone, but with a Chinese man.

Walkthrough “Corsairs: To Each His Own.” "Dutch Gambit" for England


Walkthrough “Corsairs: To Each His Own.” "Dutch Gambit" for England

From Murdoch's corpse you can take: seventeen thousand pesos, a trombone, John Murdoch's archive and two sealed letters. You also need to find a code, for this: we leave the dungeon and enter again, after that we go straight and turn right. We search the stones and find the code. After this, we sail to Cayman, to Esmeralda Bay, where Lucas Rodenburg is already waiting for us. If you have a ship of rank 4 or higher, you can board it. If not, then just drown it. After boarding Lucas, you can remove the following things: an officer's saber, a dueling pistol, a good telescope and twenty thousand pesos. In the chest you can find: twenty thousand pesos, a four-barreled pistol, one hundred and forty-five gold doubloons, a “jade turtle” amulet, a “Fisherman” amulet, “Ish-Chel” tears, blue amber, amber, a meteorite. After killing Lucas, get off the ship as soon as possible, as it is mined. After a successful boarding and explosion of Lucas, land on the shore of Esmeralda, go into the jungle and enter the grotto. Inside will be two hundred thousand pesos and the keys to the pharmacy - our new property. Don't forget to visit your new home in Antigua and meet your new friend - Gino Guineili. He will give you a beginner alchemist's chest, as well as a recipe for an antidote.

After this adventure, you should have accumulated a million. If it has not accumulated, then do it side quests, and then go to Michel and make him happy with your first earned million.



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