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. Position yourself 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 clear. Perhaps in the future I will be able to find out more, but for now, I have seven days to get myself in order.

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 an 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 the right place. Coordinates: 12’48 and 64’41, sail 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 crawl out of 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 arrive 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 the 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 you haven’t accumulated enough, then complete side tasks, and then go to Michel and make him happy with your first million earned.

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 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 Murdock 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 Gaston gives you a new quest in the passage of the game Corsairs: To Each His Own, 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 closely 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 with him to find out that Fleetwood's best friend, 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. 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.