PAGE 1: INTRODUCTION
--------------------
Uncharted Waters revives a time of romance and adventure; the Age of
Exploration. In 1502, ten years after the immortal voyage of Columbus, you
assume the role of a young Portuguese captain. Your goal is to attain glory
and restore honor to your once noble family name.
This will be no easy task. There are distant shores to seek, pirates to
battle, priceless treasures to plunder, and a beautiful princess to rescue!
You can realize the dreams of a 16th century explorer in your own way. Play
the part of a merchant and barter for precious treasures. Or, play the part
of a ruthless pirate and make others pay the price of your fame. You decide
your own fate when you embark upon the high seas. Anchors aweigh!
PAGE 2: TABLE OF CONTENTS
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I. QUICK START.......................................................P3
Starting Your Adventure - The Controller - Options Menu
II. THE STORY BEHIND THE QUEST.......................................P6
Main Characters - Your Quest
III. CALLING AT PORTS................................................P9
Port Display - Port Services - Hints at the Start
Trade Routes and Markets
IV. NAVIGATING THE SEAS.............................................P12
Sea Display - Seafaring Information - Beware of Rough Seas!
V. FORTUNE AND FAME.................................................P15
Gain Fame - Accept Tasks and Rise in Rank
Hints to Strengthen Your Fleet - Sails and Ships
VI. WAR ON THE HIGH SEAS............................................P22
War Display - War Commands - 16th Century Guns
VII. DATA AND COMMANDS..............................................P27
VIII. THE AGE OF EXPLORATION........................................P39
The History Behind Your Quest
Trading Goods from Distant Lands
WARRANTY
PAGE 3: I. QUICK START
----------------------
* STARTING YOUR ADVENTURE
1) Insert the game pak.
2) Turn ON the game system.
3) The story of Uncharted Waters will begin. Push start to skip past the
story to the initial menu.
4) Select a New Adventure or Saved Game with the + Button and press A.
If your are starting a new adventure, enter the name of the hero you will
play. Go to END and press A to set. If you do not name your character he
will be Leon Franco.
Next, set your hero's abilities. A list of characteristics and Bonus points
will appear. You can try for more points as many times as you like.
Now, name your flagship. If you cannot think of a name, go to END and you
will sail the Hermes.
Once you OK all settings, the story of your hero will begin. You can hurry
through this part by holding down any control button. Finally you will arrive
at the port of Lisbon, February 21, 1502. Your adventure is about to begin!
PAGE 4: I. QUICK START
----------------------
Picture yourself on the wharf in Lisbon, a young sailor prepared to face the
vast seas. Your first vessel, a Latin, is rigged and ready to sail. Climb
aboard and begin your journey into the seven seas. Your adventure unfolds
from here...
* THE CONTROLLER
Walk through the streets of Lisbon. The + button controls your sailor.
Explore any shop or service in the port. Use button A to talk with the
proprietors.
For instance, you might want to go to the marketplace and buy some sugar. The
merchant will name his price. He asks, "Interested Y/N?" Press A or <- to
answer YES; press B or -> to answer NO.
"How much sugar will ye purchase?" he'll ask. You can buy as much as your
ship can stock, or as much as you can afford. Press <- to buy the maximum
amount, or <- a second time for the minimum. If you have a certain amount in
mind, move to a column (ones, tens, hundreds, etc.) and press up or down to
choose a value from 0-9. Press A to set your purchase.
As you wander through the port you can take care of your other business just
as you would with the merchant.
See Port Services for information about other places.
PAGE 5: I. QUICK START
----------------------
When you are ready to try out your sea legs, go down to the port and meet your
crew. Make sure your fleet has enough food and water stocked for the voyage
ahead. Your First Mate will let you know how long you can sail. Shove off
from port, and with the controller in hand, you are at the helm of your
flagship.
Navigate your ship through the seas with the + button. Push -> to turn
clockwise, <- to turn counter-clockwise. When your sails are set in the right
direction push A.
Sailing along the coastline, you are bound to discover hidden ports! Your
fleet must be adjacent to a port for you to go ashore. You do not need to
drop anchor before disembarking.
* OPTIONS MENU
At port, the options menu can be accessed by pressing Select. At sea, press
Select from the sailing menu. Three commands are available:
SAVE: to save or quit the game in progress.
SPEED: to change the length of time which messages are displayed on-screen.
MUSIC: to turn the background music ON or OFF.
Whether you save the game or not, you can quit from the command SAVE. If you
choose to continue play you must exit the options menu before returning to
the game; press B.
PAGE 6: II. THE STORY BEHIND THE QUEST
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* MAIN CHARACTERS
The Hero
"I'll return with a noble name"
The hero of Uncharted Waters. At 16, he sets sail across the mighty deep in
search of fortune and fame.
Princess Christiana
"I wish him well..."
The daughter of the King of Portugal. At 14, she secretly follows our hero's
adventures and hopes for his success.
First Mate
"Put a deck under my feet & wind in my sails!
He sailed with the hero's father and has great faith in their new expedition.
PAGE 7: II. THE STORY BEHIND THE QUEST
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* YOUR QUEST
Your ancestors once enjoyed the luxuries of nobility until disaster reduced
them to poverty and obscurity. To win Uncharted Waters you must gain fortune
and fame through bold adventures, and restore your family name to honor.
Earn Gold
Start off trading with nearby ports. Discover where to buy and sell goods
to make the best profit.
Gain Fame
To gain fame on the high seas you must...
1. Invest in distant ports and gain allies for Portugal.
2. Fight Spanish and Turkish fleets.
3. Rescue people in distress.
4. Discover mysterious ports.
Rise in Rank
As your reputation grows the King of Portugal may get word of your travels.
If you can satisfy the King's requests, he will honor you with a new rank.
Keep your eye on the Duke's title!
Prepare for the Worst!
Treat your crew fairly and they will sail you safely through many adventures.
But, as their captain you must be protected. Your family will never be
restored to glory if you go down with your fleet! Stock your ships well; your
crew needs energy to maneuver you through turbulent seas. If you're a true
salt, you should complete your journey before 1522.
PAGE 8: III. CALLING AT PORTS
-----------------------------
* PORT DISPLAY
(Picture of the Port Screen showing the numbers below)
* PORT SERVICES
1. Guild- Barter for information on any nation, or buy special items.
2. Ye Olde Inn- Recruit sailors, listen to gossip or play a game of cards.
3. Marketplace- Buy and sell goods.
4. Palace- Meet with the King or seek out the Princess.
5. Lodge- Look over information about the port or your fleet while you rest.
6. Your Fleet at Dock.
7. Shipyard- Purchase ships and make repairs.
8. Harbor- Stock up your fleet, transfer cargo, or set sail.
9. The Hero.
Before you sail off, visit the port services. You are welcome to visit any
place as many times as you like in one day, except for Ye Olde Inn, the ship-
yard and the palace. You will need to rest at the lodge after a call to any
of these three spots.
See Commands At-a-Glance for a run-down of each command.
PAGE 9: II. CALLING AT PORTS (Note From Me: It was written like that in
the manual but it should read: III. Calling..)
----------------------------------------------------------------------------
Any good sailor knows how to scrape together a few coins, and you will
need gold to fund your travels. Start off making a profit by trading. Here
is a basic plan for your journey.
Wander about port.
|
Check market prices & trade.
|
Gossip at Ye Olde Inn.
|
Stock your ship with food and water.
|
Set Sail.
|
Discover Ports.
PAGE 10: III. CALLING AT PORTS
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* HINTS AT THE START
The Marketplace
1. You need gold. Sell the quartz and pepper stocked on board.
2. Buy as much sugar as you can, it's a speciality of Lisbon. You can sell it
at a higher rate in another port.
Ye Olde Inn
3. Go to Ye Olde Inn to hear the latest news. Gossip and have a meal. Mates
at the inn may divulge useful information. Tip the waitress and she may
gives you a tip in return. Some ports are more expensive than others.
4. Save before sailing. You want to save your adventure in case any
misfortune should befall your fleet at sea.
Harbor
5. Weigh anchor and unfurl the sails! You're off! Make sure the ship is
well-stocked for the voyage ahead. Make use of information you heard at the
inn, or head south along the coast and search for unknown ports. Find a way
into the Mediterranean Sea!
PAGE 11: IV. NAVIGATING THE SEAS (NFM: another manual error, it should read:
III. CALLING AT PORTS)
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* TRADE ROUTES AND MARKETS
The seafaring life can be glorious with the right vessel and a hearty crew.
But in order to build up your fleet you need gold.
Trade Speciality Goods
The quickest way to turn a profit is to trade speciality goods. Sailors brag
about their adventures at Ye Olde Inn. If you lend an ear to their gossip,
they may divulge trading secrets to you. Learn which ports specialize in what
goods, and seek them out.
Watch the Market
Other goods can be traded for a lesser profit than speciality goods. Watch
the market and determine where to buy and sell goods, such as grain or wool.
The market also keeps track of your deals. If you overuse a trade route,
prices will start to rise and fall to lessen your chances of making a profit.
Discover New Trade Routes
You cannot make a profit by secluding your fleet to one trade route. As you
venture into uncharted waters new trade routes will open up to you. But,
you must find the way to hidden ports first. Listen at Ye Olde Inn for hints.
PAGE 12: IV. NAVIGATING THE SEAS
--------------------------------
* SEA DISPLAY
(Picture of the Sea Screen and Menu showing the numbers below)
1. Sailing Map
2. Sailing Menu
3. Wind Direction & Velocity (1-8)
4. Current (1-3)
5. Days at Sea
6. Water
7. Food
* SEAFARING INFORMATION
- To access the sailing command menu push button A
- With a sextant you can check your sailing position. Use Look-Survey to
calculate your latitude (north-south) and longitude (east-west)
- Each sailing map covers a 5 degrees area. If you check with a sextant, your
position will be the same anywhere on a single map. When you sail into
waters on another map, your position changes 5 degrees to the north or
south, east or west.
PAGE 13: IV. NAVIGATING THE SEAS
--------------------------------
- Check current and wind direction to navigate the smoothest route. Your
fleet will pick up speed if you sail with the wind at your back. Sailing
into the wind will strain the sails and slow you down.
- You can catch a crosswind and sail straight to your destination, but the
winds change throughout the year. Catching an ocean current will also
send your fleet smoothly along. Currents do not change.
- The fleet will be easier to handle as the Captain gains more sailing
experience.
- Push Select to access the options menu from sea.
* BEWARE Of ROUGH SEAS!
Typhoons!
If caught in a typhoon, your ship may lose its rudder. The fleet will drift
with the tide until repairs are made.
Overpowering Current!
Avoid strong ocean currents. Your fleet could be trapped off a desolate shore
with no hope of escape. Be steady at the helm when you sail along the
coastline!
Damaged Fleet!
If your fleet is damaged by heavy seas or war, debark at the nearest port and
make repairs at the shipyard. Otherwise, go ashore somewhere and make repairs
from your lumber supplies. While ashore, your crew will not eat as much as
they do at sea. Stock up on (NFM: Page 14 begins really here) lumber before
you set sail again.
PAGE 14: IV. NAVIGATING THE SEAS
--------------------------------
Provisions run out!
Food and water is carried to supply your entire fleet. If one ship should
run out of provisions it will be supplied from other ships.
If water runs low, go ashore in search of a fresh spring. The more experience
you have, the easier it is to find water. Food can only be bought at port.
Stock up on more food than water if you plan to search for a spring
mid-journey.
There are other mysteries of the deep sea yet to be discovered... Beware!
PAGE 15: V. FORTUNE AND FAME
----------------------------
* GAIN FAME
Your quest is to restore your family name to nobility. However, gold is the
force behind all you do.
Invest to Gain Allies
When you have extra gold, invest at marketplaces and shipyards. Investing
will improve the economic and industrial worth of a port, and win its support
for your homeland. Ports with support over 80% become allies of Portugal.
Stimulating alliances will help you gain fame!
Fight Hostile Fleets
In the Age of Exploration, Portugal, Spain and Turkey (the Ottoman Empire)
struggled for power. Gain fame by defeating Spanish and Turkish fleets. As
you grow more powerful your enemies will grow weaker at trade, and the people
of Portugal will praise you for defeating their competitors. The waitress at
any Ye Olde Inn often has information on your enemies' whereabouts.
- If you prefer the ruthless life of a pirate, you will need great warships
with which to assail your enemies. Build up your fleet with cannons and
experienced crewmen.
PAGE 16: V. FORTUNE AND FAME
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Rescue People in Distress
Many people will rely on your experience to rescue people or secure goods.
You will gain fame if you succeed in fulfilling their requests. However,
think before you agree to help a stranger in a foreign port...is the task too
difficult for your fleet? If so, you could lose all that you've worked for
in trying to help them. If you agree, and then change your mind before
completing a task, your reputation will suffer.
- Once you take on a task, stop by Ye Olde Inn to try and catch some helpful
hints.
* ACCEPT TASKS AND RISE IN RANK
<Climb through the ranks!>
Page
|
Squire
|
Knight
|
Baronet
|
Baron
|
Viscount
|
Count
|
Marquis
|
Duke
PAGE 17: V. FORTUNE AND FAME
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There are 9 noble ranks to achieve. Step by step you will rise to fame and
glory if you from the King of Portugal.
Royal Requests
When word of your adventures gets back to the King, you will be called home
to take on special tasks. This is your chance to earn noble ranking! Through
your efforts, your family may live in splendor again...
If the King is looking for you, return to Lisbon and rush to the palace. His
Majesty will have a task for you to fulfill. If you refuse to help, your
fame will wane throughout the kingdom.
* HINTS TO STRENGTHEN YOUR FLEET
At the start of your adventure you are the captain of a Latin. A Latin is a
sturdy vessel, but it will grow too small for your ambitions. Build up a
sizeable fleet to carry your goods...and guns!
Find Mates to Navigate
You cannot purchase a new ship if you have no mate to assign as navigator.
Find mates at Ye Olde Inn and try to recruit them. Marco is a young sailor
and anxious to sail with anyone, but a more seasoned tar like Christopher will
only join a valiant captain. Up to 10 mates can sail with your fleet.
Buy Used
Early on in your adventure used ships will suit your needs. Haggle for the
PAGE 18: V. FORTUNE AND FAME
----------------------------
vessel you want at the shipyard. One of your mates will offer to navigate.
When you buy a used vessel you take on the problems it caused its former
captain. Put some more gold into repairs to ready it for adventures in new
waters.
Remodeling Ships
There are a number of ways to adorn your ships. Load guns if you have
ambitions to go to war. Change sails if your sailing style changes. Or,
protect ships from storms with figureheads.
Building a New Vessel
Train your mates on small-bodied ships until they have enough experience to
handle larger ships. Then, when you have enough gold, build a vessel to suit
your needs. If you need more cargo space for trading, build a merchant ship.
To battle pirates and other enemies, build a warship.
Merchant Ship: Choose a body with a deep hull to carry more goods, and food
for the fleet. Allow more room for cargo than for weapons and crew.
Warship: Choose a body with a shallow hull for swift battle maneuvers. Load
as many weapons as possible and a hardy crew.
Update Your Fleet
Updating your fleet can be a tricky business. Follow these suggestions when
you want to scrap an old ship and buy another:
PAGE 19: V. FORTUNE AND FAME
----------------------------
1. Go to Ye Olde Inn. Through Crew-Assign, reduce the crew on the ship you
will scrap. The sailors can be split up among other crews.
2. Go to the shipyard. Sell the empty ship.
3. Purchase a new ship for the fleet.
4. Be sure to bunk men to handle the ship before you set sail again!
- You cannot sell the flagship in which the Captain bunks. Change your
flagship while at sea through Order-Personel.
* SAILS AND SHIPS
Whether you seek gold and honor, or adventure and fame, outfit your fleet to
suit your needs.
Sails
3-Points Sails
Triangular sails; effective even against strong headwinds. True skippers
call them 'lateens.'
4-Points Sails
Square sails; propel ship faster than lateens.
With 3-point sails, a warship will handle better in war. 3-points are big
enough for merchant ships travelling in the Mediterranean region, however
4-points are much more powerful for venturing across the ocean.
Ships
Caravel
A smaller craft with broad bows, and usually 3 masts, rigged with lateen
and square sails.
PAGE 20: V. FORTUNE AND FAME
----------------------------
The Caravel was the main means of travel and exploration in the 14th
century. By the 1400's there were 2 variations on this model, the Latin
and Redonda.
Latin
A small craft, easy to maneuver through the inland seas, rigged with
lateens.
Redonda
A small craft built for speed, usually rigged with square sails.
Small ships such as the Latin and Redonda do not fare well on the ocean.
They are suitable for travelling the coastal sea lanes.
Bergantin
A small craft with a deep hull sailed by merchants. The Bergantin
appears smaller than a Caravel, but in fact has much more storage space
in the hull.
Nao
A mid-sized merchant ship often used to carry the fleet's cargo. Ocean-
PAGE 21: V. FORTUNE AND FAME
----------------------------
bound explorers prefer the Nao to the Carrack. It is smaller and easier
to handle.
Carrack
A large-bodied ship made to carry heavy artillery. It sails steadily
through rough waters. The high fore and aftercastles of a Carrak were
typical of war vessels of the 15th century. Swinging the ship alongside
the enemy, sailors would storm across the castles for hand-to-hand
combat at sea. Christopher Columbus sailed a Carrack, the Santa Maria,
when he ventured to the Americas.
Galleons
A large-scale vessel which requires great skill to maneuver. It can be
outfitted with artillery or used peacefully for trade. The Galleon is
the ultimate warship. It towers above other vessels on the seas, and
can store more guns than any other ship. one famous Galleon was the
Mayflower, which the Puritans sailed to North America.
PAGE 22: VI. WAR ON THE HIGH SEAS
---------------------------------
* WAR DISPLAY
(Picture of the War Screen showing the numbers below)
1. War Map
2. Enemy fleet (Red)
3. Your fleet (Green)
4. Wind Direction and Velocity
5. Remaining turns
6. War Command Menu
- The flagships of each fleet are marked with 4-point sails. All other ships
have 3-point sails.
Prime Yer Guns!
Keep a lookout ready to spot menacing fleets in hostile waters. Enemy fleets
may storm your fleet by surprise, or you can initiate war. Go into war with
warchips well-armed and handled by experienced crewmen.
In war, you are given a close-up view of the fighting seas. There are rocky
areas too dangerous for any ship to enter and small islands dotting coastal
regions. Any ship can maneuver through deep surf, but deep-hulled vessels
cannot enter the shallows.
PAGE 23: VI. WAR ON THE HIGH SEAS
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Attack by Day
You can only attack, and must finish all wars, by the light of day. An
hourglass drains, showing the remaining time before sunset. The Time display
records how many maneuvers you can perform before dark.
* WAR COMMANDS
Move - Position ships to attack
Stop - Maintain position
View - View any ship
Fire - Fire at distant ships
Rush - Storm onto an enemy ship
Flee - Lead fleet away from battle
Some commands require further explanation:
Move
With a cursor on a ship, and a command highlighted in menu, push A. Point
the arrow (with the + button) to the highlighted space you want to move to,
and push A. Depending on the direction of the wind and sailing obstacles,
you can move until your mobility points are expended. Sailing next to a ship,
you can storm aboard and grapple with the enemy.
Stop
Maintain fleet at current position.
PAGE 24: VI. WAR ON THE HIGH SEAS
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View
Push Select to view statistics for every ship in the opposing fleet. The top
number represents durability, the bottom number represents crewmen. Crewmen
are shown in red if there are less than 100 sailors on board. If there are
more than 100 sailors, a number 1/10 the total crew is displayed.
Fire
Bombard distant ships and hinder their mobility. this command is only
displayed when a ship loaded with guns is within range of enemy ships. Spaces
which can be fired upon are highlighted.
Firing Range: GUN..........RANGE........POWER
Saker........Short........Weak
Culverin.....Long.........Weak
Cannon.......Short........Strong
__ __ __ __
|xx|__| |__| |__|xx| ss = Ship
|__|oo|__| |__|oo|__| oo and xx = Culverin
|xx|__| |__| |__|xx| oo = Saker and Cannon
|__|oo|__|ss|__|oo|__|
|xx|__| |__| |__|xx|
|__|oo|__| |__|oo|__|
|xx|__| |__| |__|xx|
|__| |__| |__| |__|
PAGE 25: VI. WAR ON THE HIGH SEAS
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Rush
"Board'em me hearties!"
This style of fighting dominated 16th century naval warfare. Sailors would
board other ships by maneuvering alongside the enemy and storming across the
fore and aftercatles. This command only appears when you move beside an enemy
ship.
Flee
Retreat your fleet from a perilous battle. Cowardly navigators may be caught
as you eascape, or disloyal mates may desert your fleet.
Victory!
You will win the battle if you...
- eliminate the crew aboard the enemy flagship.
- force the enemy flagship to retreat. After a battle, the winner plunders
the defeated fleet. War spoils include gold, food, water and sometimes
valuable treasure!
PAGE 26: VI. WAR ON THE HIGH SEAS
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* 16th CENTURY GUNS
Whether you plan to restore your family name as a trustworthy merchant or a
ruthless pirate, your flet requires protection. Guns of the 16th century are
inaccurate and hard to handle. They fire round ball of iron, or even stone,
in a blast of gun powder and flames. Depending on the quality of the powder,
the skill of your crewmen and a dip in the waves, larger guns can break enemy
ships into splinters. Yet firing power and range differs for each type of
gun. A saker is accurate from roughly 1700 paces, a cannon from 2000, and a
culverin from about 2500 paces. A weathered captain can guess when his enemy
is in range... Steady as ye fire!
PAGES 27 & 28: VII. DATA AND COMMANDS
-------------------------------------
These brief explanations of data and commands (except war commands) will
help you at the outset of the game.
* DATA
View-Mates
(&) for hero-only data; (?) for mates-only data
Category Max Value Information Other
----------- ----------- ----------------- -------------------------------
Yourself Your Status The hero is the Captain; mates
are navigators or crewmen.
Age Your birthday is in January.
Rank(&) 9 ranks to acquire Fulfill royal requests for
higher ranks.
Fame(&) 50,000 Reputation in The King looks for heroes.
Portugal
Gold(&) 60,000 Total Gold Deposit surplus at palace.
Loyalty(?) 100 Trust in Captain Reward your mates.
Battle Exp Battle experience Improves after a war.
Battle Level Strength in battle Increases with experience.
Sailing Exp Sailing Experience Improves while sailing and
after finding ports
Sailing Level Sailing skill Improves with sailing
experience.
Leadership 100 Ability to lead the
fleet Set these values for your hero
Strength 100 Determination at the outset of a new game.
Wisdom 100 Sense of mission Courage and Strength are battle
Courage 100 Bold spirit qualities; Leadership,
Intelligence 100 Decision making Intelligence and Wisdom are
ability Sailing qualities.
PAGE 29: VII. DATA AND COMMANDS
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View Fleet
Category Information Other
-------------- ------------------------- -----------------------------------
Durability Strength of ship Used to gauge flotation. Depends
on the type of wood used in the
hull.
Power Sailing speed Depends on number and type of sails
Handling Strength against head Depends on number and type of sails
winds
Cargo Load Amount loaded on board Larger ships can carry larger
cargos.
Crewmen Sailors on board Larger ships can bunk more sailors.
Arms Number and type of arms A ship can only carry one type of
on board gun.
Water, Food Barrels of water, food Replenish supplies at port.
and Lumber or bales of lumber on Transfer between ships to make room
board for other goods.
Condition Condition of crew Depends on food and water rations.
Crew condition drops when: 1) food or water runs out while sailing;
2) you flee from a battle;
3) you reduce sailors rations;
4) you recruit new mates;
PAGE 30: VII. DATA AND COMMANDS
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View-Port
This information is only available at the lodge
Category Max Value Information Other
--------------- --------- ----------------------- --------------------------
Economic Worth 1000 Success at market Increases with investment.
Economic
Investment 60,000 Income from adventurers
Industrial worth 1000 Success at shipyard Increases with investments
Industrial
Investment 60,000 Income from adventurers
Support 100% Which nations are Depends on investments.
supported
Prices 150% Port-wide price index Average 100%.
PAGE 31: VII. DATA AND COMMANDS
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Nation Information
This information in ony available at the guild.
Category Max Value Information Other
----------- --------- ----------------------- ------------------------------
Revenue 60,000 Economic power Increases as nation gains
allies, and with investment.
Hostility 100 Animosity for Hero Affected when hero attacks
Spanish or Turkish fleets,
decreases over time.
Friendship 100 Friendly ties with Affects chances to gain allies
other nations. and freely visit certain ports
PAGE 32: VII. DATA AND COMMANDS
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* PORT COMMANDS
The Guild and Ye Olde Inn
Guild Purchase................Buy items
Sell....................Sell items
Nation information......Pay for news
Ye Olde Inn Crew.........Recruit....Recruit crewmen
Assign.....Reassign crewmen
Find Mates..............Hire mates to navigate
Quit Mates..............Fire lazy mates
Gossip..................Have dinner and listen for seafarer
news
Tip.....................Tip the waitress and listen for news
Gamble..................Play Poker or Black Jack
PAGE 33: VII. DATA AND COMMANDS
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Guild Items
Items Use
-------------- ----------------------------------------------------------
Telescope Spy on distant fleets and spot ports.
Sextant Measure latitude and longitude to calculate position.
Speculum Map out your position.
Amulets Protect from disaster on the high seas.
Swords Gain strength in battle.
Icons Fire cannons with accuracy.
Treasure Gemmed treasures to present to the Princess.
Ye Olde Inn Gambling
Poker........You're up against rogues who play by their own rules, so watch
your hand! Drop cards and place your wager. You can sit in as
many rounds as you like, unless your opponents decide you've
won enough from them.
Black Jack...This dealer won't let tou take advantage of him! Place your
bet and work your hand up to 21.
PAGE 34: VII. DATA AND COMMANDS
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The Marketplace, Palace and Lodge
Marketplace Sell....................Sell goods
Buy.....................Buy goods
View Market.............Check rates for specific markets
Invest..................Invest to boost economic worth
Palace Meet King/Sultan........Meet ruler to view his influence
in other lands
Secret Call.............Court the Princess
Request..........Funds..Request gold
Crew...Request sailors
Savings.................Deposit up to 10,000,000 gold in the
ruler's care.
Lodge View.............Mates..Review your status or mates
Fleet..Status of fleet
Port...Port information
Lodging.................Spend the night
PAGE 35: VII. DATA AND COMMANDS
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Goods at Market
Market Goods Location
--------- ---------------------------------- -------------------------------
Spice Pepper, Cinnamon, Nutmeg, Southeast Asia, The Americas
Pimento, Cloves
Food Olive Oil, Grapes, Sugar, Europe, The Americas
Cheese, Grain
Metals Gold, Silver Africa, Asia
Gems Quartz, Coral, Ivory, Pearl Africa, Middle East,
The Americas
Textiles Cotton, Raw Silk, Wool, Cloth, Europe & distributed throughout
Silk world
Other Firearms, Wood, Porcelain, Europe & distributed throughout
Artwork, Carpet world
The Palace
In Lisbon, you will not be allowed on palace grounds before the King assigns
you a task. Fulfill the task and you may come and go as you please. The
Princess is always interested in your adventures!
A ruler must grant approval for you to invest in his empire. This is
possible in the palaces of Portugal, Spain and Turkey. Meet with the King
or Sultan to learn the status of each nation.
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The Shipyard and Harbor
Shipyard Buy........Buy Used Ship....Buy a ship that has seen rough seas
Build New Ship...Design a new ship
Sell........................Sell a ship. Take all sailors off
and bunk on other ships before sale
(Ye Olde Inn-Crew)
Fix.........................Make repairs to fleet
Remodel....Guns.............Buy new guns. The shipyard master
will buy old guns for 1/2 price.
Sails............Change sails
Figurehead.......Adorn bow of ship for good luck
Rename Ship......Rename for a small fee
Harbor Sail...........Shove off for a new adventure. Be sure to stock
up for the voyage ahead
Restock........Restock water, food and lumber
Transfer.......Transfer supplies between ships
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* SAILING COMMANDS
Command Sub-Command Use
----------- ------------ ---------------------------------------------------
Move Direction Tack to change direction.
Cast Anchor Furl the sails and drop anchor. Use the same
command to set sail again.
Look Inspect Send up a lookout with a telescope to spy on a
distant fleet or port.
Survey Use sextant to calculate your position.
Negotiate Exchange news with a nearby fleet.
Battle Attack a nearby fleet under the light of day.
Debark Port Call Pull into harbor.
Go Ashore Drop anchor and row to land.
Information Fleet View status of fleet.
(Info) Cargo Review goods on board.
Land You need one special item to view a map of the
shoreline.
Mates View the status of your mates or yourself.
Items Check items in your keep.
Order Ration Change food and water rations for crew.
Distribute Reward a mate with a bit o'gold.
Personnel Reassign navigators or flagship.
Dispose Scuttle a ship in the deep blue. To scrap
flagship, first reassign Captain to another vessel.
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* COMMAND ON SHORE
Sail..........................Set sail into the mighty deep.
Fix...........................Use the lumber on board to make repairs to
fleet.
Wait..........................Wait out a fleet from your position. Push A
to give further orders.
Search........Water...........Search for a fresh spring.
Treasure........Treasure hunt. Are you on a specific quest?
Transfer......Crew............Reassign crewmen to other vessels.
Cargo...........Transfer any cargo between ships.
PAGE 39: VIII. THE AGE OF EXPLORATION
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| ife as a 15th century sailor was not for the weak of heart. The lure of
|__ sailing into waters never traversed led many brave men to their demises.
Few were fortunate enough to join up with captains who could navigate them
toward riches and fame.
Many men anxiously awaited a captain with valiant purpose to dock at their
port. Swaggering down to the wharf they eagerly studied the captain's fleet.
Was it headed for the vast & open sea? What kind of guns were loaded? Were
the sails weathered enough for easy handling? All these questions figured
into their hopes for the voyage ahead.
Once the fleet set sail, the crewmen faced the challenges of life on an
ever-churning sea. Climbing up into the rigging, they set the mainmast and
topgallants as the ship swung them from side to side far above the deck. When
the sails caught the wind, the ship pounded its bow deep into the waves to
spring forth across the seas. Waves crashed with each blow, spraying the
dauntless crewmen.
The thrill of the thunderous seas wore off as the ships exited familiar
waters. Dread of the unknown passed over the ship and the sailors longed for
what little comforts they were allowed. Never mind dry clothes or a basin
of clean bath water. Those were impossibilities when surrounded by an endless
supply of salt water. And, food rations grew smaller than (NFM: Page 41
begins here) promised at the start of the voyage.
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(Picture of a young man standing on a cliff, holding a sword and looking at
an endless sea)
PAGE 41: VIII. THE AGE OF EXPLORATION
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Day to day the sailors were fed salted meat and biscuit. Occasionally they
were allowed a ration of beans or peas, or perhaps some hot gruel if the cook
deprived everyone of a bit of water for the pot. A sailor could subsist for
some time on this kind of diet, but with difficulties. Lack of variety in
their diet led to dreaded deep sea diseases such as yellow jack, typhus,
scurvy, and violent seasickness.
Despite these hardships, the seafaring life was glorious and full of riches
if a sailor hooked up with a determined captain. The coastal sea lanes around
Europe were well-traversed by merchants. For a while, the fleet of the
Ottoman Empire (Turkey) controlled the Mediterranean routes. However, as
trade by sea became more prevalent, Spain and Portugal appeared on the scene.
In Portugal, Prince Henry the Navigator (1394-1460) helped finance ambitious
captains, although he himself never navigated a journey. Sailors were anxious
to join noble fleets which sailed under the King's flag. They would be
handsomely rewarded if they returned with proof of landings in foreign lands.
Despite fear of the unknown, the tale of Prester John prompted many
navigators to venture into uncharted waters. Rumor had it that Prester John
ruled over 72 states of a land devoted to Christianity. Many men sailed out
under the auspices of the church to find this legendary kingdom.
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(picture of a vessel confronting a sea storm. In the foreground, you can see
an opened captain's journal with ripped pages and a spilled glass of wine.)
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In effect, the legend of Prester John led to the discovery of distant lands.
In 1488, Bartholomeu Dias sailed southward from Europe to battle the
treacherous seas off the west coast of Africa. Long into the voyage, all food
went bad and the water supply was deplete. After sailing for many days
without provisions they finally landed at the southern most tip of Africa,
naming their landing points the Cape of Good Hope.
More celebrated are the voyages of Christopher Columbus and Vasco da Gama.
In 1492, Columbus' well-known discovery of a vast land to the west, which he
claimed was India, was one of the greatest navigating victories yet. Amerigo
Vespucci later renamed his discovery as the Americas. Then in 1497, Vasco da
Gama returned to Portugal with spices and dyes, proving he had landed and
traded in India. Having navigated the path to the east, he opened up a new
trade route for Europe.
Under the command of any of these valiant captains, sailors were sure to
reap riches and fame by the end of a tiresome voyage. Prompted by their
desire for a more luxurious life, sailing merchants strove to open quicker
and cheaper trade routes. Their competitive adventures were the inspiration
behind trade on the high seas.
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(picture of a vessel pulling into a port harbor)
PAGE 45: TRADING GOODS FROM DISTANT LANDS
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Life changed for Europeans when Vasco da Gama opened up a trade route to
India. Confined until then to salting to preserve meats and fish, Indian
spices introduced an entirely new range of flavor.
Pepper
An Indian spice. Pepper became a highly valued medium of trade between east
and west when introduced in Europe.
Cinnamon
The dried out bark of the cinnamon tree. The trees grew up to 30 feet tall
in the climate of Ceylon and the Seychelle Islands.
Nutmeg
The dried seed of the nutmeg tree. Imported to Europe from the distant Spice
Islands.
PAGE 46: TRADING GOODS FROM DISTANT LANDS
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Pimento
Type of red pepper found in the tropical zone of the Americas. First
introduced to Europe by Columbus, it gradually spread eastward with trade.
Clove
Dried flower buds valued for their sweet flavor and aroma. Clove existed as
a main medium of trade for many years.