Corsairs to each his own Dutch gambit for Holland. Passage of "Corsairs: To each his own." Dutch Gambit for England. "Million for Michel", "Pirate Saga" and "Shark Hunt"

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 you take on this task, swim around 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 force the direction of 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 fit in. As soon as you see a ship with purple sails, that's our goal. Swim to her and join the fight. We destroy two small ships, and take a large one for boarding. After a successful boarding, we assign an officer to the ship with silver and return to Antigua to Charlie Knippel. We report on the presence of the ship and silver on it, and receive an order to come exactly one day later to get acquainted with the commander, receive a reward, and also a new task.

Passage of "Corsairs: To each his own." Dutch Gambit for England


Passage of "Corsairs: To each his own." Dutch Gambit for England

Richard tells 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 an enemy to Richard. Richard will ask to bring Abigail to him, and we agree. We sail to Willemstad and go into the Schneur house, which is located next to the residence. Solomon meets us at the house and starts talking about some grandfather's skull and that we return his money. Also, he will tell you where Abigail is. We go to the church and talk to her. Abigail does not want to leave her father until the family values ​​are found, so we will need to find them. To search for latitude and longitude, we need a compass, as well as a working chronometer. We have a compass, and the chronometer is bought in the GVIKA building. A working chronometer is made in inventory (K) by crossing an hourglass and a chronometer. After that, go to your cabin, put on a working chronometer and compass, and then look for the right place through the “think aloud” option. Coordinates: 12'48 and 64'41, sail to these coordinates and then go to sea. By the way, the coordinates do not have to be exactly 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 that, land on the island and go to the grotto. A chest awaits us in the grotto, but it explodes at our approach, and a zombie will come out of the ground - the guard of Chavinavi. 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 experienced, we go to Richard Fleetweed and talk about everything we saw.

Arriving at Richard Fleetweed - we tell everything that 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 if this is a deceptive maneuver of our enemies. After that, 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 meet 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 no one can be trusted. Now we need to sail to Curacao, to the Blanca lagoon, where Charlie is waiting for us. We sail to the place and find out that there is no need to swim anywhere else. Charlie sends a letter from Richard with wishes of good luck and two hundred thousand pesos, so as not to be completely disappointed in this English traitor. Nothing to do but fight 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 Holland 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 break away from the fleet, sail to Antigua to find a pharmacy. Get 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.

Passage of "Corsairs: To each his own." Dutch Gambit for England


Passage of "Corsairs: To each his own." Dutch Gambit for England

It will be possible to remove from Murdoch's corpse: seventeen thousand pesos, a trombone, John Murdoch's archive and two sealed letters. You also need to find the cipher, for this: we leave the dungeon and go in again, after that we go straight and turn right. We search the stones and find the cipher. After that, we sail to the Cayman, to Esmeralda Bay, where Lucas Rodenburg is already waiting for us. If you have a ship of rank 4 or higher, then you can board it. If not, then just heat it up. After the boarding, the following things can be removed from Lucas: an officer's saber, a dueling pistol, a good spyglass and twenty thousand pesos. In the chest you can find: twenty thousand pesos, a four-barreled pistol, one hundred and forty-five gold doubloons, the Jade Turtle amulet, the Fisherman amulet, Ix-Chel tears, blue amber, amber, 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 go into the grotto. Inside will be two hundred thousand pesos and the keys to the drugstore, our new property. Don't forget to visit your new home in Antigua and meet your new friend, Gino Guineilly. He will give you a beginner's alchemist's chest, as well as a recipe for an antidote.

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

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

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

  • The mystical macro quest will take at least 6 game hours;
  • The newest unique military galleon - a class 1 ship;
  • New unique melee weapon - katana;
  • New unique firearms- double-shot pistol;
  • New unique armor- Lamport suit.

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

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

Conditions for obtaining the quest: The Dutch Gambit must be successfully completed. If you completed Dutch Gambit with GVIK, either secret organization, then you need to sell the skull to the Portuguese. Time must pass - approximately 4 months after the completion of Gambit. The game version is 1.1.3 and higher. Otherwise, you may experience all sorts of glitches.

Reward: Flying Heart War Galleon, Double Shot Pistol, Lamport Costume, Shaman Potion, 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 the strange amulet from the body of the slain Indian in the jungle
  3. Find a strange amulet in the chest in the cabin of the captain of the aborted ship.

To start the passage of the Corsairs: To each his own - Kaleuche in one profile, you can get the "Strange amulet" in any way. It will fall into your hands anyway.


So, you have a "Strange Amulet" on your hands. You need to find out what its purpose is. Who can give a hint? Naturally, the lighthouse keepers. They can also give orders for amulets. Visit three lighthouses - Santiago, Guadeloupe, Cartagena. One caretaker in any case will tell how the amulet appeared in the Caribbean and that Charles is already the third person who shows this thing.

However, only one person can know how to use the amulet. This is the shaman of the Carib Indians. The tribe lives in Dominica. Do not flatter yourself, the Indian does not talk to anyone. In order for him to start communicating with you, he needs to present an offering. He only accepts firearms. This is not a simple pistol, but a real drill musket, or a naval carbine.

When you get something useful, go to Dominica. In the depths of the jungle, find the village of the Caribs. In one house you will find a shaman, talk to him. When he recognizes his amulet, then get to look for 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 water area of ​​the island, a strong 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 start boarding. You need to deal with the skeletons on the ghost's quarterdeck and go to the captain's cabin.

In the cabin of the captain of the Kaleuche


Don't try to pummel the undead captain. He cares about everything! After a while, he will stop and start talking. The captain will say that he and his team are immortal. He attacked because he needs the strange amulet you are in possession of.

Well, start fighting him again. As a result, you will fall unconscious. Come to your senses on the coast of Dominica. As far as health is concerned, it is at a disadvantage. A sailor from your ship will run up to you, or a girl if you managed to go through 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 with 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 the little things remained intact. Talk, go back to the shaman and find out how Kaleuche appeared in the Caribbean, why he needs amulets and how you can fight him.

As for fighting, it is not difficult - you need to find the two missing amulets, as well as the jade skull of Yum Simil. He is now with Joaquim Merriman. Well, you'll have to pick it up. 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 the Mirage, Meifeng, Valkyrie can get away from the ghost ship. However, you feel sorry for them, or for some reason you will not be able to enter them. Pay attention to ships of small classes, but not merchant ones.

Passage of Corsairs: To each his own - Kaleuche. Go back 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 name is "Harpy"!

Barbados

You should ask the Port Authority about Jack-Jackson. When asked what his xebec is called, answer "Harpy". You will be told that this captain is now in the service of the Dutch West India Company. That's where you need to look for it. Go to Curacao. In the GVIK office, the one that sells commercial licenses will find out that your Jackson is engaged in regular flights between Port Royal and Phillipsburg. Look for desired ship on this route, send a boat to the xebec.

You will learn that Jackson keeps the amulet in the chest of the lighthouse in Barbados. So that's why the undead captain couldn't get it! However, Jackson cannot go to Barbados with you. He has a contract. Therefore, for the passage of the Corsairs: To each his own - Kaleuche, buy from him the key for the chest. It costs 500 doubloons. Return to Barbados, land at the lighthouse. In the chest you will find a strange amulet, as well as a two-shot pistol and other small things. 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 in the period from 6 to 9 pm. Wait for it. It may appear in a week. Ask, in general, about the amulet.

He would have gladly given the amulet, but only he was robbed by local bandits. Long story short, the amulet was stolen along with Hooper's other belongings. Go to the commandant of the prison, but there you will not learn anything except that the bandits have assistants in the city. We'll have to take on the white ourselves.

Shame at home. So in one you will find a suspicious type. Kill him, search the body and find an interesting note. Wait until midnight, blow into the jungle. In the next location, you will meet bandits outside the city gates. Give the note, get an invitation to the case. This is a robbery of a merchant.

For the passage of the 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 be over in three days. You will also learn that the gang is located nearby in a cave. The next day, also at midnight, go to the cave, there will be caches. Find the amulet, Lamport's costume and other rubbish. Two bandits will find you. You will have to kill them and go to the shaman, running away from the Kaleuche along the way.

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

jade skull

So, you need through Yum Simil. AT this moment he is with Joaquim Merriman. Blow into Willemstad. There the Portuguese rented a room. Don't rush anywhere at the pier. A monk will run up to you and say that Merriman is missing. Also missing was the owner of the house where he rented a house. Plus, strange things happen there at night. However, the soldiers found nothing.

Naturally, you 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! A fairly thick smoke will rise above the chest near the bed. After that, a skeleton holding an ax will appear in the room! When you deal with the undead, search the corpse. You will understand that this is the housewife. Yes, after all, Merriman is a very dangerous type!

Go to the church, talk to the priests. From him you will learn that Joaquim is a former nobleman. Now this is a terrible witch. In Havana, the disappearance of the townspeople, as well as attacks from the undead, were noticed. Well, go to Cuba. Here you have to go to church. You will learn from a local monk that all kinds 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 itself, talk to the musketeer. He will let you through. With the further passage of the Corsairs: To each his own - Kaleuche needs to 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 from her corner. This is where Chavinavi comes in. Those who follow Richard Gambit will immediately recognize the creature. Kill him, return to the monk. He expresses gratitude. All this is great, but you still haven't found Merriman. By the way, he is somewhere near!

Nobody in the city saw him. Will have to look for him. At the cemetery, stick to the caretaker. Press on him, then you will find out that Joaquim is sitting in the crypt and quietly stealing corpses from the cemetery. Take the key, blow behind the skull. Go into the crypt, go past the coffins, go through the door.

You ended up in a cave with a number of grottoes. Everywhere you need to clean up the skeletons, find Merriman. You will find it in the room with the throne. Talk to him, watch the transformation from a human into a nasty undead. At first, fight off the summoned chavinavi, then from the jaguar warrior, as well as Joaquim, who joined him. When Marriman falls, the chavinavi will die on its own. Search the corpse of a Portuguese subject. Take the jade skull from him. Do not forget to also search the cave, take the Easter chest. Continue the passage of the Corsairs: To each his own - Kaleuche.


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

Hint: If you passed pirate saga, you will learn the coordinates of the island from Nathaniel Hawke. Well, if not, then you need the center of the notorious Bermuda Triangle. Its peaks are Sint 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 Yum Simil's skull. 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. Climb up the stairs. Next, you need to navigate by the sign "skull-sun". Focus on the sun, killing skeletons along the way, as well as Chavinians. When, during the passage of the Corsair: To each his own - Kaleuche, open the door, you will enter a room in which there are teleports. Go to the right one. Then there will be only one road. All teleports are correct. After entering the last teleport, you will find yourself in a sanctuary. There, a Chavinavi chief will approach you.


Hint: the leader will start bombarding you with questions. The answers to them were in the shaman's story, which had to be listened to carefully! If the answers are wrong, at least one of them, then the leader will attack you. If you don't make any mistakes, you will get the skin of a leopard warrior.


At the end of the conversation with the leader, go to the statue on the other side of the sanctuary. Put down the jade skull. When you leave the temple, you need to go to the sea. In the water area, the military galleon "Flying Heart" is already waiting for you. It already has a mortal team led by a captain. Take the former ghost on board, mow down everyone who gets caught. 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. After - a 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 have 5,000 doubloons. You can't take them away, so don't try in vain.


Here it is, chilling the soul "Kaleuche" ... ours!

Do you think that the passage of Corsair: To each his own - Kaleuche is completed? It wasn't there! You need to return to the shaman, give him the amulets. You will receive a task - to deliver 15 Mangaros. Of these, he will prepare a potion for you. You can bring everything to him at once. You can, as far as you find - in fives. As a result, you will receive three potions: a potion of endurance, a potion of reaction and a potion of your choice. As soon as you get the potions, say goodbye to the shaman, who will go to comprehend the wisdom of his ancestors.

I accompanied the merchant to Tortuga, or rather to his lighthouse, and he gave me the plans of his competitor, another merchant, whose hold was full of mahogany. He said that in two weeks he would have to appear on Cayman Island to replenish supplies of drinking water. I thanked for the information and did not hide on former partner malice, instead moved to the port of Tortuga and exchanged his Lugger for a Sloop, which was slightly better than mine and could accommodate 15 more people, not to mention a larger hold, additional guns of a higher caliber. I did not load my ship, because my sailors were not very good gunners, and I myself, not too accurate, so I took 6-pound guns (3-pound on the Lugger), loaded the ship with gunpowder and shells, provisions took enough for the trip to the Caymans and more to spare for the days of waiting for the ship. I did not load the ship too much and relied on speed and maneuverability, because the battle was ahead of me against the Flute, whose hold was supposed to be bursting with mahogany, therefore, there would be a battle against a clumsy heavyweight.

Cherishing dreams of a mountain of gold and glory, I sent my ship towards the Cayman. Along the way, there were pirates and Spanish patrols, but they would never catch up with my swallow. Arriving on the island, three days earlier than expected, I decided to inspect it for profit, and other hunters like me. As soon as he landed on the shore, the sailors immediately ran up. They showed that they had not eaten for several days and were very glad to see my ship. They asked me to serve, but I recruited sailors in the tavern of Tortuga and I did not have a place for them. Well, I did not leave them there on the island with empty hands and a stomach. He ordered his sailors to provide them with a boat, medicines and provisions. That would be enough for them to get to the crowded shores of Cuba, and he himself went into the interior of the island. After several hours of searching, I found the entrance to the cave. There was an empty chest in it, and there was a disgusting atmosphere in the cave itself - it smelled of a curse, so my bodyguard and I hurried out of it as quickly as possible. Having examined the whole island, I returned back to the ship. Those sailors have already gone cold, apparently they decided to try their luck and try to swim to the mainland or to Cuba. Good luck to them on this.

I ordered the ship to be disguised and began to wait for that merchant. Three days later he appeared on his flute under the French flag. About this, his "friend" forgot to mention, so I ordered to change my French flag to the Jolly Roger and went to meet the flute. My sloop cut through the waves like a hot knife through butter, and in half an hour you could already see the surprised face of the merchant through my cheap binoculars. On the deck of the flute, the sailors began to run, interfering with each other. Salaga, I thought.

The battle went on for several hours. My sloop seemed to be dancing near the big and clumsy elephant and stinging in its most vulnerable parts. I did not have much gunpowder, because I did not want to overload my ship, so the first thing I did was fire on the crew of the ship. Let them be newbies, but there were three of them, and maybe even four more than us. It's not worth the risk. So the buckshot stocks were running out, and the flute's crew had noticeably decreased, and his sails had also suffered, now he was even more clumsy. I didn't let this unfortunate captain turn his ship sideways towards me, constantly adjusted my side to its stern and fired from all five 6-foot guns. Well, the gunpowder ended in the hold.

My sailors are only 30 out of 59, what a pity that not all of them will be able to see the gold that I will receive for the goods that the flute is in the hold, if it really is there. But there was nowhere to retreat, and it was stupid - we took up arms and boarded. There were three enemy sailors for each of our sailors, and this is taking into account the fact that we fired at them with buckshot for so long that it would be enough to cast a large bell.

How many deaths. Of all the sailors, only four squeezed out, and then, three of them were badly wounded. It was impossible to allow the death of the rest to be in vain and armed, my Indian friend and I went down into the hold, where ten more French sailors were waiting for us. Their number is against our skill. I did right choice that saved this Indian from the gallows. The victory was ours, and I had to meet with their captain. The merchant turned out to be not accommodating, but I wanted to offer him to surrender and sail on, with his surviving sailors or those taken prisoner. He thought that he could defeat me and doomed his people to slavery - well, it would be on his conscience.

And the merchant did not deceive. The hold of the flute was completely filled with mahogany. We reloaded the goods into the hold of our ship for several hours, and then headed back to Tortuga. The way back turned out to be quite calm, and the wind was ardent and glorious. The risk paid off and I earned fifty thousand pesos, of which ten thousand went to repair my swallow, recruit a new team and resupply. Ahhhh, what a glorious day it was!

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

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

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

The fourth task. Jewish money

After you take a break for a week, return to Rodenburg and get 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 near 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 the sake of profit. In order to avoid such rumors, you need to find a chest on one of the islands that her father hid. Waste no 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 the passage of 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 baths of Berg and Fleetwood. Now you will need a compass, an hourglass, an astrolabe and a chronometer. Bring up the alchemy menu and connect the chronometer to the hourglass to make a functioning chronometer. Then hurry on board your ship and go to the cabin. Then apply a function with which you can find the island only by coordinates.

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

Now in the passage 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 does not have a job for you yet, so take a break and do something else.

Fifth task

After you return to the island of Curacao after a while, 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. Open the map and start sailing to Antigau. Drop anchor in the port and go to the church. Stop and see two buildings in front of her, go to them and find a hatch between them. Open it and start descending into the dungeon. No matter how hard you try not to get into a dead end, you will still find yourself there.

Look around and find a passage in the wall. Go there and examine it to see the entrance to the warehouse with barrels. After you enter it, finish 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 Longway in order to hire him. Now you can search Murdoch's body and find the keys to the pharmacy. You can move further through the warehouse and climb the stairs.

Once in the pharmacy, go to the chest and open it to take 25,000 pesos and an archive belonging to John Murdoch, who once worked for GVIK. 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 aboard. Start your journey to the shores of Curacao to complete the Dutch Gambit quests. Approach Rodenburg and report to him about what has been done.

Dutch Gambit. secret organization

In order to start the passage of this series of quests in the game Corsairs: To each his own, you should meet the following indicators:
- Weapon skill not lower than level 30;
- Character experience - not lower than level 15;
- The reputation should also be at the level of "Unknown Pirate".

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 the first order.

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, just stop in different cities and visit taverns at night to find him. If you find yourself in the right place and at the right time, then the owner of the tavern will tell you that he is walking around the city somewhere or spending the night on his brigantine. Then find the ship, board it and finish off Rodriguez. Just do not try to let 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 in the passage of 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 office, at this time you need to be in his house, kill the guard and climb to the second floor. There you will find the desired magazine, and then exit. Be careful as three opponents will attack you now. After dealing with them, run out into the street and finish off the rest. After a while, you will lose consciousness.

Trap preparation

Open your eyes already in the pharmacist's house. Try to carefully follow him 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 be discouraged, because now Gaston will 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 with him to find out what best friend Fleetwood, Charlie Knippel is now going 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. After that, you can interrogate Knippel, and then move to the city and find Fleetwood's beloved to him. Persuade her to sail with you to Antigua.

Then head to the tavern and find a pretty drunk man there. After he gives his consent 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 move to Turks Island. After walking a little, you will meet Fleetwood and talk. Then you need to fight him. After the victory, return to your ship and head to the island where the Valkyrie is located. Try to board the ship, and then return to John. As soon as you report to him about your deed, he will offer an officer rank. Of course, you have to agree.

Dutch West India Company

In the further passage of the game Corsairs: To each his own, you will become an opponent of GVIKA and fight with Lucas Rodenburg. After you get a tip on the GVIKA brigantine, which is now located between Antigua and St. Christopher, get down to business. Open the map and find the ship in purple there. After you take him on board and hand over the letter, return to Willemstad.

Once in place, you will see that the Mainfeng ship is now in the roadstead. Head to the tavern and find out more about this ship. After that, you can head to Van Hato Bay. Now you can see a purple ship in it. Try to overtake him and board him. After that, continue the passage of the Corsairs: To each his own and move to the Mainfeng. Go down into his hold and interrogate the Chinese. Just make haste to conduct the interrogation as soon as possible, because the Chinese may die from his wounds. 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 on the new ship to the Dutch galleon. Having approached, send a boat to him to chat with Stevesant, and then go with him to the island of Curacao. Once in place, you can arrest Lucas to get a decent reward. After you return the ship to GVIK, you can head to Antigua.

Good day, dear friend!

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

What is this gambit?

An acute continuation, developed and put into practice by the Dutch masters, first of all L. Prinsom and T. van Scheltinga .

Dutch Gambit or dutch variant, 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 plays 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.

A significant contribution to the theory and practice of the Dutch Gambit was made by Bronstein, Keres, Geller . Sometimes the "Dutchman" is also used by modern grandmasters. He was seen in the debut repertoire Vitiugova, Naiditsch .

Basic Options

Consider the main options that arise in this original.

6.Q:d4

There was also a preliminary 6. Q4+. However, the practical test was rather in Black's favor.

For example:

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

So:

6. Qxd4 Be7

Preparing to win the pace Dc6

Straightaway 6…X6 not good in view 7.B:f6 gf 8.Qe4

7.e4

The best move. When 7.Kf3ed is an improved version

Other possibilities:

7.Rd1?!

Sample variant:

Black has the initiative for the pawn.

7.0-0-0 ?!

This beautiful move also has a dubious reputation.

For example:

Once again, Black has sufficient compensation.

7.Q4+?!

Black has the initiative.

7.е3

With full-fledged play for Black.

Let's get back to the move 7.е4

7.e4 Nc6

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

White before selection: 8.Bb5, 8.Qa4, 8.Qe3 and 8.Qd2. Let's take it in order:

8.Bb5

This energetic move is not dangerous for Black.

For example:

Black has the initiative.

8. Q4

Black equalizes the game.

With counterplay for Black.

With compensation for Black's pawn.

8.Qd2

Black has compensation for the piece sacrificed.

Gulko - Giorgadze , 1969

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

Sadie Bisguier, 1971

Besides, 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. And it is even better to capture a pawn with a move earlier - 6.Q:d4

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

White is the lesser evil 9.Q:d4

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

And white wins.

Black wins an exchange.

Small summary:

The peculiarity of the Dutch gambit is that there are quite a lot of "pitfalls" in it. We verified this statement above.

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

Sample 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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