X dutch gambit. Walkthrough "Corsairs: To Each His Own"

  • 02.02.2022

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 .

The Dutch Gambit, or the 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 instance:

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 instance:

Once again, Black has sufficient compensation.

7.Q4+?!

Black has the initiative.

7.e3

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 instance:

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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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 is only available if you purchase the DLC from the Steam store!

Conditions for obtaining the quest: The Dutch Gambit must be successfully completed. If you completed the "Dutch Gambit" for the GVIK, or the 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 about 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 office of GVIK, at the one that sells commercial licenses, you will find out that your Jackson is engaged in regular flights between Port Royal and Phillipsburg. Find the right ship on this route, send a boat to the shebeca.

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. He is currently 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 completed the Pirate Saga, then 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.

Passage 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 our brother and there we receive valuable information from him.
From the log: My dear brother set me another task - to ingratiate myself with the powers that be. I have a choice: either to join the Dutch West India Company, or to track down some influential English privateer in Antigua, or to find you-don't-know-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 flutes of a certain Balthasar Ridderbock. I can find a merchant at the port authority.
Go to the Willemstad Port Authority, talk to Ridderbock Balthazar. From the magazine: Balthasar Ridderbock is my companion. Heading for Philipsburg.
As soon as you go out to sea, Alex the Fierce will immediately start chasing you on his ship. His ship is very fast, so you won't be able to escape! It is best to go out to sea and stay near the fort, thus the fort will help you in the battle with two ships. Destroy the ships or board them. You shouldn't chase him down. Land on Philipburg on Sint Martin, speak with Balthasar and receive a modest reward from him. Mission accomplished - Balthazar is in Philipsburg, and his pirate enemy is at the bottom. I was paid 5000 for the work - Ridderbock is a rare miser ... I return to Willemstad to Rodenburg. Swim 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 hand over some kind of package to Don Simono Acevedo, a senior official in Geraldi's bank.
From the log: Looks like I'm going to be the Company's negotiating agent. Lucas Rodenburg instructed me to deliver a package and a sum of money to the branch of the Geraldi Bank in the Santiago settlement in Cuba. Strange, but he was obviously tormented by some misgivings about the mission ahead of me, and Minheer Rodenburg refused to explain them.
It is worth hurrying to meet the deadline - 15 days to Cuba. And you should carefully look around. Swim to Cuba (in the upper left corner of the map), do not swim to the city of Santiago, because. you are the enemy of the Spaniards. To the right of Santiago there is a cape with a lighthouse. Stand to the right of the cape and enter sail 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 so that you are not stopped by security. Hide in a secluded place (in the corner behind any building), rewind time to 8 in the morning and go to the bank. The bank is in the lane opposite the residence. Talk to Simon, say that you need information and then tell him who you are from. Simon wants to answer and asks to come in the next day. Exit the bank and you will be stunned.
From the log: Minheer Rodenburg's fears are beginning to come true. I was stunned right on the street, near the Geraldi bank and locked in some room! What was this guy asking? Who the hell is he? It doesn't matter... he didn't even tie me up and left - I'll make him regret this oversight. There must be 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 leaves, find a harpoon in one of the chests and put it on instead of a weapon through the inventory menu. The villain will return - kill him with a harpoon in a normal fight. Exit the room, go downstairs and run into Vernon - the first bandit, kill him. In fact, it is not so easy to kill bandits, you should either pump your hero well before that, or read healing potions, or both. But to be honest, fight in slow motion for 0.5 time (keys NAM +, -), save two healing potions for the second bandit. After you kill the first bandit, run through the door immediately down, it will be extremely inconvenient to fight in the passage.
From the log: I managed to escape, and my captor and his assistant are dead. My equipment must be stacked somewhere in the house. You have to search well. It's a pity, of course, but I never found out what was going on here. Yes, to hell with it! I need to pick up a reply letter from the banker and go back to Willemstad - I feel very uncomfortable in Santiago ...
There is a chest on the first floor - take all your things from there that the bandits took from you. Leave the house, go to Simon's bank and pick up the reply 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 ship on the shores of Anna Maria Bay and return to Curaçao to the GVIK residence.
From the log: The gratitude of Minheer Rodenburg is impressive. But as for the incident in Santiago, nothing has been clarified. Perhaps in the future, I will be able to learn more, but for now - I have seven days to put 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 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 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 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 is this 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. There is nothing to do, you 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 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

From the corpse of Murdoch it will be possible to remove: 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 you haven’t accumulated, then complete side tasks, and then go to Michel and make him happy with your first earned million.