Games PC CORSAIRS User Manual

Page 1
SSummary
ummary
22BBefore p
efore pll
aying
aying
2
2
1.1 Introduction 2
1.2 Installation 2
22Bas
ic princip
ic princip
les
les
3
3
2.1 Object of the game 3
2.2 Learn to play in 5 minutes 3
33Det
Detaa
iled instructions
iled instructions
4-3
4-300
3.1 Interface 4
3.11 Main game screen 4-7
3.12 Interface Bar 7-10
3.2 Sailing 11-13
3.21 Field of vision 11
3.22 Selection of ships 11
3.23 Move a ship 12
3.24 Manœuvre the sails 13
3.3 Trade and trans shipment of merchandise 14-17
3.31 General points 14
3.32 Trade of merchandise 14
3.33 Transshipment of merchandise 15-17
3.4 Naval combat 17-20
3.41 Fire the cannon another ship 17-19
3.42 Fire the cannon against an enemy port 19
3.43 Combat in armada 19-20
3.5 Boarding 20-24
3.51 Resolution of a boarding 20-24
3.6 Crew management 24-25
3.61 Your reputation 24
3.62 Recruitment 25
3.7 Management of ports and principalities 26-29
3.71 A port’s buildings 26
3.72 Trade of marchandise and ships 26-27
3.73 Spies 28-29
3.8 Pirate hideouts 29
3.9 Treasure islands 29-30
3.91 Hide a part of one’s treasure/isolated islands 29
3.92 Look for a treasure 30
44Miss
Miss
ions
ions
330
0
4.1 Principles 30
4.2 Messages 30
55Reference Guide
Reference Guide
3311-36
-36
5.1 List of ships 31-33
5.2 List of merchandise 34
5.3 Alarms 34-35
5.4 Keyboard shortcuts 36
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v
v
Cor
Cor
sa
sa
ir
ir
s M
s M
anu
anu
al
al
v
v
1 B
1 B
efore p
efore pll
aying
aying
1.1 Introduction
1.1 Introduction
W
elcome to the world of Corsairs, a world of adventure, of freedom, where the exhilaration of sailing, gold fever, the sound of cannons and the
fierceness of boarding are combined.
You will soon embody one of these corsairs, who, devoted to the cause of his nation, will do anything to make that nation prosper and shine in the four corners of the world, from the Caribbean to the coast of Australia...
During numerous missions, you must:
- Sink or capture enemy ships.
- Capture enemy ports.
- Protect your nation’s ports.
- Sink or capture pirates, like the terrible Blackbeard.
Moreover, whether by lucrative trade or by the force of weapons, you can also grow richer for your country’s benefit...and your own!
And as your exploits, conquests and feat of arms go by, your reputation will not cease to grow and you will soon possibly be even more admired than your king and more dreaded than the most ferocious pirates!
1.2 Inst
1.2 Inst
all
allaa
tion
tion
System Requirements:
Computer: PC or 100% compatible Processor: P133 minimum, P200 recommended. Memory: 32 MB of RAM recommended Minimum hard disk space required: 100 MB minimum. Speed of CD-ROM drive: X4 Video card: All cards are supported by Direct X Keyboard and mouse 100% Microsoft compatible
Game installation
Insert the CD Corsairs in your drive and wait a few seconds for a window to appear on screen.( If the window does not pop up, double click on “Work station” and then on “CD ROM”, and finally on “AutoPlay.exe” )
Choose Installation, then follow the instruction on screen. A message will tell you if the installation was successful.
2
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22Bas
Bas
ic princip
ic princip
les
les
22.1.1Object of the ga
Object of the gamme:e:
Y
ou are a corsair, devoted to the nation that you have chosen.
In the adventure mode, you must perform a series of missions entrusted to you
by your king, and at the same time improve your reputation as much as possible.
You objective will thus be to successfully complete all of your missions, while in addition obtaining the best possible score. Your “score” will be directly dependent on your reputation.
In the tutorial mode (training), the object of the game is simply to successfully complete a mission.
22.2.2Learn to p
Learn to pll
ay in 5 minutes
ay in 5 minutes
I
n order to quickly absorb the basic principles of the game, you are offered 4 tutorial missions.
These 4 missions are meant to familiarise you with all of the important aspects of the game.
Mission 1: Explorer ’s certificate
Mission 2: Gunner ’s certificate
Mission 3: Boarding certificate
You must board a ship and capture it.
Mission 4: Corsair ’s certificate You must place a spy on board an enemy ship. You must capture the enemy port.
At the launching of the game, choose “Sail” then “Tutorial Missions” then “Explorer’s certificate”. Then you just follow the instructions displayed on screen.
3
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3 Det
3 Detaa
iled instructions
iled instructions
Convention used in this manual: “Click” means to click with the left button of the mouse.
33.1 Interface
.1 Interface
33.11 M
.11 Maa
in ga
in gamm
e screen
e screen
W
hat do we see?
1- The ship:
The flag it bears designates the nation to which it belongs.
4
5
4
2
1
6
89
7
3
10
Page 5
2- The cursor of selection of your ship:
You can see several facts summed up in it: 1,2,3 and 4 are the conditions of the ship. When the colour is green, there is no problem. When the colour is orange, the ship is damaged. When the colour is red, the damage is significant.
1: Condition of the sails 2: Condition of the hull 3: Various facts:
u The background is the colour of the nation
(Blue background = French...)
u The head:
l Jolly Rogers (skull & cross-bones): 2 cases
s You have selected a ship from your nation: the corsair
is not located aboard this ship.
s You have selected an enemy ship: representation by
default. This does not mean that the corsair is not located aboard this ship.
l The corsair’s head: the corsair is located aboard the selected ship. l The eye: You have a spy aboard this ship. If a special character
(enemy corsair for example) is located aboard this ship then you see the head of the character blink in alternation with the eye.
4: Percentage of men aboard the ship in relation to the maximum capacity that
the ship can hold.
Note: When you select an enemy ship you cannot control it. If a spy is aboard you can study the hold of this ship and will possess all information concerning this ship.
3- The ship-info window:
It displays various facts about the ship currently selected, like the cargo breakdown, the condition of the hull, etc. We will explain it in detail a little further on in this manual.
5
4
3
2
1
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4- The port:
The group of buildings and structures which make up the port.
If it belongs to your nation here you can:
Repair or build ships.
Build, repair or improve buildings.
Tranship resources from one ship to another, anchored in the same anchoring zone.
Sell or purchase merchandise.
The flag that the port bears designates the nation to which it belongs. It is not possible for a ship to anchor itself in a port’s anchoring zone unless this port belongs to its nation. If the ship attempts to anchor itself in a foreign port, the port’s defences engage in combat against the intruder.
5- The compass rose:
Permanently displayed on screen, it allows the direction of the wind to be known at all times.
6- Anchoring zone:
The zone of light blue sea indicates that your boat can drop anchor here.
7- The mini-map:
It shows the whole of the maritime region concerning the current mission. By clicking with the right button of the mouse on the mini-map, the main game screen displays this zone.
8- Alarm icons:
These icons inform you of all important events that unfold outside of the main game screen. Moreover, an event’s direction is indicated by the position of the icon around the screen. You can centre the game screen on one of these “events” by clicking on it with the right button of the mouse, or simply find out about the type of event by clicking on it with the left button. The alarm icons are explained in detail further on in this manual (Cf. chapter 5.3).
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9-Unknown zones:
The zones displayed in light yellow indicate the zones beyond the view of all friendly ports or ships.
10- The cursor:
By default, its form adapts to that which it is pointing.
33.12 Interface Bar
.12 Interface Bar
(no ship s
(no ship s
elected)
elected)
T
he illustration above represents the interface bar permanently situated to the right of the screen.
It is split into 2 parts:
1: The fixed interface, which always looks the same. 2: The contextual interface, whose appearance varies according to the manipulations executed in the fixed interface or the context (example: the ship is anchored to a port)
7
1
1
1
1
2
2
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33.121
.121TT
he f
he f
ixed interface
ixed interface
L
et’s examine the above illustration and explain in detail each numbered element’s function:
Unless otherwise specified, we consider that a ship is selected.
8
32 4
1
5
8
97
10
6
12 13 14 15
11
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1 Indicates the amount of treasure aboard the ship.
If no ship is selected, it indicates the cumulative total of your fortune (total treasure of all your ships and secret hideaways).
2 Allows you to adjust the sail level, the ship’s type of cannonballs.
3 Allows you to consult the condition of the sails and the hull of the selected
ship.
4 Allows you to consult in detail:
- The ship’s cargo ( quantity of: Cannons, Munitions, Rum, Provisions, Freight, Precious freight, Special objets )
- The personnel aboard the ship ( number of corsairs, captains, sailors, special characters )
5 Location for the contextual interface.
6 Allows you to access a list of all the cities classified by nation. When you
click on the button you unroll the list of cities. You have the name of the city and above it 2 figures. These 2 figures correspond to the price of the selected resource.
On the left = price for which you will purchase this resource On the right = price for which you will sell this resource
The cities are classified by nation.
Cities Button : classification by city name. Sale Button : classification from the most expensive to the least
expensive in Sale mode.
Purchase Button : classification from the least expensive to the most
expensive in Purchase mode.
Scroller page : By clicking on this button you unscroll the pages. Scroller Nation : By clicking on this button you unscroll the Nations.
If you click with the right button of the mouse on a city, you centre the screen directly on this city. If you click with the left button of the mouse, the selected boat goes to this city.
7 Allows you to reread the objective(s) of the mission.
8 Allows you to reread the objective(s) of the mission.
9 Allows you to consult the list of messages.
10 Mini-map: It represents the whole of the maritime region concerning the
current mission, and allows you to localise at a glance the “visible” ships and ports of each nation (visible = within the of sight of a friendly port or ship or also a ship with a friendly spy aboard). It also allows you to quickly display any part of the map on screen.
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11 Contextual interface’s port icons. Although a part of the contextual
interface, this series of 4 icons (13,14,15,16) is so frequent on screen that it is important to know them well. They appear on screen as soon as the ship is anchored to a port or a principality.
12 Repair or build a ship in a port.
Purchase or sell a ship in a principality.
13 Repair or build a building.
14 Tranship merchandise from one ship to another.
15 Trade with the port or a principality.
10
33.122 T
.122 T
he contextu
he contextu
al interface
al interface
T
he contextual interface varies according to the manipulations executed in
the fixed interface or the context (example: the ship is anchored in a port) The working order of the contextual interface will be explained in detail in the chapters concerned (Example: the working order of the Way-points will be explained in detail in the Sailing chapter)
Page 11
33.2 Sa
.2 Sa
iling
iling
33.21 Field of vis
.21 Field of vis
ion
ion
33.211 P
.211 P
rincip
rincip
le:
le:
Y
ou cannot see everything that happening on the map. Your field of vision is limited to the line of visibility of:
n Your ships n Your ships
As such, an enemy ship will not appear unless it sails into the field of vision of one of your ships or ports (or also if you have a spy aboard an enemy ship. See “Spies” chapter) Everything that you cannot see is displayed by a yellow beige parchment, on screen.
33.212 Discovery of the zon
.212 Discovery of the zone:e:
O
n the mini-map as well as on the game screen you can distinguish the yellow
beige zones. This zone is not yet known and is represented in the form of a parchment. As in the past, this parchment is not very precise: it is possible that certain islands do not appear or that the islands are not situated at the location indicated on the parchment
33.213 R
.213 R
ange of vis
ange of vis
ibility
ibility: :
E
ach ship possesses a range of visibility. So you cannot see enemy ships
evolve unless one of your ships is located close at hand. However, one can also see them pass in proximity to your ports by placing a spy aboard them (Cf. 3.73 Spies)
33.22 S
.22 S
election of ships:
election of ships:
B
efore being able to operate a ship, and in particular to move it, you must
first select it. To select a ship, just click on it with the left button of the mouse. To select several ships, you have 2 possibilities:
n Include the ships in a square drawn with the mouse. To do this, the left
button of the mouse must be held down and the cursor moved so as to draw the square.
n Click on the icon of the interface bar to select all of one’s ships.
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33.23 Move a ship
.23 Move a ship
T
o move a selected ship, click on the zone where you want to move your ship.
The zone must be valid. The form of the cursor indicates both if the zone is valid and the action to take once the destination is reached. The different forms of the cursor are:
: Square of sea, do nothing particular once the destination is reached.
: Anchorage zone, anchor oneself once the destination is reached,
generally in front of a port or a principality.
: Enemy ship, attack it with the cannon once within reach of the cannon.
In this case, the cursor can take on other forms, depending on the type of cannonball used. Here, it’s a question of a classic cannonball.
: Inaccessible zone.
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33.24 M
.24 M
ano
ano
euv
euv
re the sa
re the sa
ils
ils
Each ship has 3 levels of sails at its disposal:
13
Level 0: no sails Level 1: average sails Level 2: maximum sails
Level 0 Level 1 Level 2
The level of sails directly influences the speed of the ship.
Without an order to the contrary on your part, the ships automatically use
maximum sails during their travels.
During cannon combats, a ship can sustain damage to the sails. The condition of the selected ship’s sails is indicated in the “ship-info”
window.
The only means of repairing the sails is to go to a friendly port.
The player can raise/lower the sails with the keyboard arrows or by clicking on the “sails” button of the interface bar.
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33..33TrTrade and tr
ade and tr
anshipm
anshipm
ent of marchandis
ent of marchandise e
33..3311Gen
Generer
al points:
al points:
E
ach ship anchored in front of a port or a principality can purchase or sell
merchandise there. It is equally possible for two friendly ships anchored side by side to tranship merchandise from one ship to the other.
33..3322TrTrade of marchandis
ade of marchandis
e:
e:
L
et’s consider the illustration above. It represents the state of the interface
bar after the player has anchored his ship in front of a port (or a principality) and then clicked on the trade icon (1) to sell or purchase merchandise in this port.
14
2
3
4
5
5
6
7
8
11
13
14
12
9
10
1
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Let’s examine the role of each icon:
15
1 Trade icon: allows you to purchase or sell merchandise when your ship is
anchored in an anchoring zone.
2 Name of the selected boat.
3 Allows you to enter the sale of merchandise mode.
4 Allows you to enter the sale of merchandise mode.
5 Allows you to select merchandise among that which is offered
(for sale or for purchase).
6 Representative icon of the selected merchandise.
7 Unit price of the selected merchandise (in gold coins).
8 Icon representing the port’s warehouse (or the principality’s).
9 Icon representing the ship. One recognises a bar on the right that
corresponds to the current level of the selected resource, in relation to the maximum transportable.
10 Allows you to set the quantity of merchandise to sell or purchase.
11 In the purchase mode: indicates the quantity of merchandise still available
in the port or principality. In the sale mode: indicates the quantity of merchandise currently ready to be sold at the port or principality.
12 In the purchase mode: indicates the quantity of merchandise currently
ready to be purchased at the port or the principality. In the sale mode: indicates the quantity of merchandise still available in the port or principality.
13 Current amount of the transaction.
14 Allows you to validate the transaction underway.
33..3333TrTranshipm
anshipm
ent of m
ent of m
erchandis
erchandise:e:
33..333311PPrincip
rincip
les:
les:
One recognises 2 types of transhipment: Transhipment from ship to ship. Transhipment from ship to treasure island.
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33..33332 Tr
2 Tr
anshipm
anshipm
ent between ships
ent between ships
L
et’s consider the illustration below. It represents the state of the interface bar
after the player has anchored his ship in front of a port (or a principality)
then clicked on the Transhipment icon . It is imperative that there is at least 2 ships anchored at the same port.
16
1 Name of the preceding ship 2 Name of the following ship 3 Name of the ship 4 Quantity of selected commodities in the ship’s hold 5 Choose the type of commodity to tranship (or the character) 6 Tranship the commodity on a ship 7 Symbolises that one tranships between two ships
1 23
4
7
6
5
4
3
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33..33333 Tr
3 Tr
anshipm
anshipm
ent between 1 ship and an isl
ent between 1 ship and an isl
and
and
C
ertain islands will allow you to conceal all or a part of your booty, and to set
up a treasure island. Once the island is discovered, anchor your ship in the anchoring zone, then proceed to tranship your merchandise, in the same manner as earlier indicated in the case of a classic transhipment between two ships. If you subsequently wish to recuperate certain merchandise, perform an inverse transhipment.
33.4.4NNavaval comba
al combatt
33.41
.41
Fire the cannon aga
Fire the cannon aga
inst another ship
inst another ship::
33.411
.411PP
rincip
rincip
les:
les:
Your ship must be within firing range of the designated target. Several methods exist for firing at an enemy ship: Auto Réaction: when an enemy ship passes in proximity of one of your ships and
it is in its line of fire, your ship releases a broadside on the intruder.
Left click on an enemy ship: Your armada or your selected ship will try to sink
the designated target. If the enemy rams you, however, boarding will be launched (see boarding chapter).
Use the keyboard buttons (Only valid when a single ship is selected):
SPACE: fire by the 2 scuttles of the ship. W : fire by the port side X : fire by the starboard.
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33.412
.412
Choos
Choos
e cannonball ty
e cannonball ty
pe and f
pe and f
ire by u
ire by uss
ing the interface:
ing the interface:
W
hen one or several ships are selected you can decide on the type of cannonball to use.
Let’s look at the interface below:
18
1
2
3
4
5
6
8 7
9
1 Icon that allows you to activate the adjustment interface of the selected
ship’s cannons and sails.
2 Normal cannonball: hits indiscriminately the hull, sails, men and cannons.
This cannonball is selected by default.
3 Cannonball & chain:More particularly designed to damage the sails.
4 Explosive cannonball: More particularly designed to damage the hull
and cannons.
5 Grapeshot: More particularly designed to kill men.
6 Select the cannons at port side and fire them. Above, a gauge empties itself
and then refills itself. This corresponds to the reload time.
7 Select the cannons at starboard and fire them. Above, a gauge empties itself
and then refills itself. This corresponds to the reload time.
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8 Select all of the cannons and fire them. Above, a gauge empties itself and then
refills itself. This corresponds to the reload time.
9 Allocation of a behaviour to a ship:
n Fight to the death. n Flee when the percentage of damage to the hull, sails or
men is higher than 75 %.
n Flee when the percentage of damage to the hull, sails or
men is higher than 50%.
n Flee when the percentage of damage to the hull, sails or
men is higher than 25%.
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33.413
.413
Des
Desii
gna
gna
te the t
te the tarar
get and let the ship f
get and let the ship fii
ght without
ght without
inter
inter
vening
vening
W
hen you have selected a ship, move your cursor onto the enemy ship.
The cursor changes form. By clicking with the left button of the mouse, you give the order to your ship to attack the enemy. The former will use the cannonballs that you have chosen or those by default if you did not previously choose any. (Cf. 3.412) Your ship will try to move into position to release a salvo.
33.42 Fire the cannon aga
.42 Fire the cannon aga
inst an en
inst an enee
my port:
my port:
T
he firing process is identical to that of cannon fire against another ship.
33.43 Comba
.43 Comba
t in armad
t in armada:a:
33.43
.43
1 P
1 P
rincip
rincip
les:
les:
W
hen you have selected several ships you possess an armada.
As with combat with a single ship you can designate a target to the armada by
clicking with the left button of the mouse on the enemy.
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33.5 B
.5 B
oar
oar
ding
ding::
33.5.51 Resolution of a boar
1 Resolution of a boar
ding
ding::
33.5.511 P
11 P
rincip
rincip
les:
les:
W
hen 2 enemy ships collide, boarding is launched. At this instant you
cannot disengage this phase but have a certain time at your disposal to bring other ships into the conflict. Let’s look at the interface bar below:
20
Warning: If your corsair is engaged in a boarding you pass automatically into manual resolution.
33.5.512 A
12 App
point ships to the boar
point ships to the boar
ding
ding::
W
hen a boarding is launched, you have a certain time at your disposal to
decide to manually control your crew or to let the computer carry out this task (except in the case where your corsair is implicated in the boarding, you must resolve the boarding manually). During this allotted time, you can appoint
1 Name of the enemy ship boarded plus its nation (represented by the flag).
2 Balance of power between the two ships.
3 Countdown: you have a limited time at your disposal to involve other
ships in this phase.
4 Resolve the boarding in the manual mode.
5 Automatic resolution. The computer resolves the boarding in your place.
1
5
4
2
3
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additional ships and thus increase your chances of success at the time of the boarding.
You just direct your ships to the site of the boarding and have them collide
with the ships engaged in this phase.
33.5.513 A
13 A
utoma
utoma
tic resolution:
tic resolution:
T
he computer resolves the boarding in your place unless your corsair is engaged in the assault.
The automatic resolution starts up at the end of a certain time and is
instantaneous. At the close of this boarding, you can either win or lose.
33.5.514 M
14 M
anu
anu
al resolution:
al resolution:
T
o access the boarding screen click on the 4 button (diagram 3.511) Your men are on your deck and await your orders. You can recognise
different classes of men (Cf. 3.515 Type of troops).
Select and manoeuvre a unit:
u To select a unit move your cursor onto the character and click on it with the left
button of your mouse.
u To deselect a unit, click on the right button of the mouse. u To move the unit, click on the ground with the left button of the mouse. u To designate a target, click on the enemy with the left button of the mouse. u To use the grapnels, click on the “grapnel locations” with the left button of the
mouse. Your unit will use the grapnel and will find itself on the opposite deck.
To select several units, there are several methods:
u Hold the left button of the mouse down and draw a box. When you release the
button of the mouse, the units included in the box are selected.
Terms of victory: The enemy surrenders according to the following parameters:
u According to the number of men you posses on the deck in relation to the
enemies present.
u According to the number of officers.
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22
1
2
8
1 Character’s life points.
2 Number of gun shots that the character can fire.
You have an interface bar during the boarding.
1 Name of the ship
2 Captain or corsair
3 Life points of the captain or corsair
4 Name of the captain or corsair
5 Number of sailors on the deck
6 Number of officers on the deck
7 Balance of power between the 2 enemies
8 Information about the enemy
1
2
3
4
5 6
7
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33.5.515 T
15 T
he crew:
he crew:
I
t is made up of different categories of characters
33.5.515151 T
1 T
he sa
he sa
ilor
ilor::
T
his is the basic unit. This unit fights with a sabre.
33.5.515152 T
2 T
he of
he offf
icer
icer::
H
e is armed with a double-barrelled gun and a sabre. He only uses his sabre after firing both barrels of his gun.
33.5.515153 T
3 T
he capit
he capitaa
in:
in:
H
e is only present if the corsair is not on the ship. He is armed with a four-barrelled gun and a sabre.
33.5.515154 Le cor
4 Le corsasairir::
H
e represents you in the game. He is armed with a six-barrelled gun and a sabre. He possesses the same characteristics as the captain. If the corsair
dies, you lose the game.
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33.5.516 Fi
16 Fi
ght on l
ght on l
and
and
33.5.516161 If you a
1 If you atttt
ack a pir
ack a piraa
te hideout or a port:
te hideout or a port:
L
ike for boarding in the middle of the sea, you have the same type of crew at your disposal. The practicalities are identical to those described above.
33.5.5162 If you defend a port:
162 If you defend a port:
H
ere, you manage a garrison comprised of soldiers, officers and the governor.
The soldier has the same characteristics as the sailor. The governor has the same characteristics as the captain but he does not have a firearm. The practicalities are identical to those described above.
33.5.5163 If you defend your hideout:
163 If you defend your hideout:
L
ike for boarding in the middle of the sea, you have the same type of crew at your disposal. The practicalities are identical to those described above.
33.6 Crew manage
.6 Crew managemm
ent
ent
33.6.61 Your reput
1 Your reputaa
tion:
tion:
33.6.611 F
11 F
actor
actor
s increas
s increas
ing your reput
ing your reputaa
tion as cor
tion as corsasairir::
33.6.6111 P
111 Posos
itive factor
itive factors:s:
u If you sink an enemy ship with your corsair. u If you capture an enemy ship with your corsair. u If you capture a port with your corsair.
33.6.6112 N
112 N
ega
ega
tive factor
tive factors:s:
u If your corsair does not participate in any combat action
during a certain time.
u If during a boarding or an attack on land, your corsair
does not fight.
33.6.612 Wha
12 Wha
t your reput
t your reputaa
tion of cor
tion of corsasa
ir influences:
ir influences:
T
he better your reputation of corsair, the more luck you will have to see the price of commodities and structures drop.
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33.62 Recruitm
.62 Recruitm
ent:
ent:
Y
ou have 2 methods at your disposal to recruit men: Purchase men in a port or a principality.
Recuperate men after a boarding.
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33..7 M
7 M
anage
anagemm
ent of ports and princip
ent of ports and princip
alities
alities
33..71 A port
71 A port’’
s buildings
s buildings
33..711 T
711 T
he buildings:
he buildings:
A
port possesses 4 types of buildings on which you can have an influence:
Dry deck: You can order the construction of ships. According to its level of evolution, you can build ships that are more and more significant. At the maximum level of evolution you can choose up to 12 types of ships. The more evolved the dry deck, the more quickly your orders will be honoured.
Lighthouse: This building allows you to localise the enemies that sail in the port’s neighbourhood. The higher the level of evolution this building has, the more its line of visibility is significant.
Fortress: This is the first earthly rampart of your port. The fortress fires on enemies within firing range. The more significant its level of evolution, the more cannons there are and the more significant its range of fire.
Governor’s house: This is the last rampart of your port. One finds here a garrison as well as the governor (the local representative of your King).
33..712 B
712 B
uildings improve
uildings improvemm
ents:
ents:
E
ach building has 4 levels of improvement:
Level 0: The building does not exist.
Level 1: The building exists but its efficiency is low.
Level 2: The building is more resistant and more efficient.
Level 3: The building is at the maximum of its capacities.
33..72 Tr
72 Tr
ade of m
ade of m
erchandis
erchandis
e and ships
e and ships
33..721 Pl
721 Pl
aces where on
aces where on
e can tr
e can tr
ade:
ade:
Y
ou can trade in the ports sailing under the flag of your nation as well as in the principalities.
The purchase and sale prices in the principalities are generally higher. But
be careful, the prices vary according to the merchant’s available stocks.
26
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33..722 Tr
722 Tr
ade of m
ade of m
erchandis
erchandise:e:
Cf. Chapiter 3.32
33..723 Tr
723 Tr
ade of ships:
ade of ships:
I
f one anchors in a port, it is possible to order the construction or repair of a ship.
If one anchors in a principality, it is possible to sell the ship or ships (except for the one where the corsair is found) or to purchase used ships. The money will automatically be credited to the corsair’s ship when it is a matter of the sale of a ship.
27
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33..73 Spies
73 Spies
33..73731 Recruit a spy
1 Recruit a spy::
Y
ou must anchor yourself in a principality to recruit a spy. Let’s look at the interface bar of the principality below:
28
5 6
3
4
4 4
2
1
1 Name of the ship.
2 Spy’s nationality: he will climb on board the first ship, having the
same nationality as himself, to berth in this principality.
3 Summary of the spies still alongside the quay.
4 Free square: one can still purchase a spy.
5 Price of the spy.
6 Confirm: one purchases the services of the spy.
The number of spies on land that you can possess in a principality is limited to 8.
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33..73732 R
2 R
ole of the spy
ole of the spy::
W
hen you place a spy on an enemy ship, he allows you to locate the enemy
ship on the map and the mini-map. You obtain information about the condition of the ship as well as its stock in the hold by clicking on the enemy ship wherever it is.
33.8 P
.8 Piriraa
te hideouts:
te hideouts:
P
irate hideouts are places where pirates come to resupply.
Destroying a pirate hideout can allow you to recuperate parchments permitting localisation of certain pirate hiding places, each with riches to take over...
It is not because a pirate hideout is destroyed that is activities will
definitively cease.
It is very possible that the hideout is rebuilt and that pirates newly
establish themselves there afterwards.
33.9 Treasure isl
.9 Treasure isl
and
ands:s:
33.91Hide a p
.91Hide a p
art of on
art of onee’’
s treasure/isol
s treasure/isolaa
ted isl
ted isl
and
and
s:
s:
D
uring the game, you will have the chance to discover islands on which it will
be possible for you to conceal a part of your booty. The operation is described in chapter 3.333.
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33.92 Look for a treasure:
.92 Look for a treasure:
Y
ou will sometimes be led to learn of a treasure’s existence.
The existence of this treasure can be communicated to you by a prisoner or some other character during the capture of a port, during the destruction of a pirate hideout.
4 Miss
4 Miss
ions:
ions:
4.1 P
4.1 P
rincip
rincip
les:
les:
W
hen you start up a new mission, a page describes to you the mission and
the context in which you find yourself. During the mission, different objectives said to be “primary” will be given to you. If you accomplish these objectives, the mission will be successfully completed.
There are missions said to be “secondary”. These are requests made to your Corsair to solve a problem in exchange for which you will obtain a premium. You have no obligation whatsoever to carry them out.
When you accomplish an objective this directly influences your reputation.
4.2 Messages:
4.2 Messages:
T
he objectives do not appear on your screen. To read them, you have 2 buttons at your disposal.
button 1 button 2
When button 1 blinks, this means that you just received a new objective. If you click on this button, you open the missive and can read the objective.
If you want to read the summary of primary objectives to accomplish or that have been accomplished, click on the 2 button.
30
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5 Reference guide
5 Reference guide
55.1 List of ships
.1 List of ships
31
Caravelle
Merchant ship Crew : 80 Cannons : 30 Tonnage : 600 Speed : 6,5 Very difficult to handle, it serves above all for the transport of merchandise.
Flûte
Merchant ship Crew : 30 Cannons : 10 Tonnage : 200 Speed : 5,5 Slower but easier to handle than the caravel, this is a ship that serves above all for the transport merchandise.
Pinasse
Merchant ship Crew : 60 Cannons : 20 Tonnage : 400 Speed : 6,0 Ship that serves above all for the transport of merchandise. It is sometimes used as a warship.
Chebec
Small rapid ship Crew : 15 Cannons : 6 Tonnage : 120 Speed : 6,2 This is the smallest ship. Costing little, it is especially used by pirates.
Page 32
Cotre
Small rapid ship Crew : 30 Cannons : 14 Tonnage : 280 Speed : 6,3 It is equivalent to the Xebec but possesses a superior firepower.
Lougre
Small rapid ship Crew : 20 Cannons : 8 Tonnage : 160 Speed : 6,5 It is the easiest to handle in its class.
Brigantin
Rapid warship Crew : 150 Cannons : 40 Tonnage : 800 Speed : 9 Ship very easy to handle, as well as having a hold of great capacity at its disposal.
Frégate
Rapid warship Crew : 200 Cannons : 50 Tonnage : 1000 Speed : 9,5 It is the most powerful warship in its category.
32
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Goélette
Rapid warship Crew : 100 Cannons : 30 Tonnage : 600 Speed : 8,5 This ship is very useful for escorting other boats.
Corvette
Slow warship Crew : 400 Cannons : 74 Tonnage : 1480 Speed : 6,3 The corvette is certainly the easiest ship to handle in its category.
Galion
Slow warship Crew : 600 Cannons : 120 Tonnage : 2400 Speed : 6,5 Slow but very powerful, the galleon is used above all for the capture of ports or for transport of important characters.
Galiote
Slow warship Crew : 50 Cannons : 10 Tonnage : 60 Speed : 6,0 Very easy to handle, the galliot is quite useful against ships with a weak capacity like luggers, cutters and xebecs.
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55.2 List of m
.2 List of m
erchandis
erchandisee
There are several types of commodities:
55.21
.21
Resources for sa
Resources for sa
iling
iling..
34
Men If you do not possess enough men to manoeuvre your ship
(which is to say less than 10% of the transport capacity in men of the ship), you can no longer fire the cannon and the sails will remain blocked at level 1.
Cannons The more cannons you have, the more damage you will inflict.
Munitions When you fire the cannon, you consume this resource.
1 munition per shot and per scuttle.
55.22
.22
Resources for ex
Resources for ex
change.
change.
T
here are 2 types: Precious freight and classic freight. In the precious freight you can trade jewellery etc. In the classic freight you can trade
sugar cane etc
55.23
.23
Special objects.
Special objects.
I
n certain missions you will be led to recuperate special objects. These objects cannot be sold.
55..3 3 AAllarms
arms
55..3311PPrincip
rincip
les
les
T
he alarms are mobile icons which figure on the edge of your screen and of your interface. They generally permit you to:
u Localise ships not visible on the game screen. u Stay informed of the situation on the ship(s) not visible on the game screen.
Page 35
u You centre the game screen on the ship and have an indication of its condition
by clicking with the right button of the mouse.
Note: Sometimes the port alarms will appear. This case presents itself when your port is attacked or it detects an enemy thanks to the lighthouse.
55..332 List of al
2 List of al
arms
arms
35
Your ship sails.
Your ship is awaiting orders, it has cast anchor.
Naval battle: your ship is in the process of fighting an enemy.
Boarding: your ship is in the process of launching a boarding.
Spy: you have a spy on this ship.
Port: your port detected an enemy ship or defends itself in the face of an enemy attack.
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55.4 Keyboar
.4 Keyboar
d shortcuts
d shortcuts
36
W Fire port side
X Fire starboard
SPACE Fire from 2 scuttles
Up arrow Raise the sails
Down arrow Lower the sails
ENTER Centre on the selection in process
ESC Load the menu
PProducer
roducer
MICROÏDS SA
PProduct M
roduct M
anager
anager
Franck QUERO
Des
Desii
gn et Scénario
gn et Scénario
Pascal MORY
PProgr
rograammmmererss
Vincent L'HERMITE Fabrice COLARD Henri DE CHAUVERON Vincent DUVERNET Rudolf FELLER Marc-Olivier MERY Olivier MOREL Franck QUERO Nicolas VIBERT
GrGraphics A
aphics A
rtists
rtists
Ludovic DELCROIX Gayak LAMAZE Fabien LAOUER Stephen MAGNARDI Julien MARTY
Eric ROYOU Loïc YVART
MMaps Des
aps Desiigngn
Xavier-Claude PASSERI
GGaamme Tester
e Tester
Jean Christophe MAIROT
Developm
Developm
ent
ent
MManager
anager
Vincent BAILLET
AArtistic Director
rtistic Director
Loïc YVART
Sound Des
Sound Desii
gn and
gn and
VVoice P
oice P
roduction
roduction
KNOCKIN'BOOTS PRODUCTIONS Vicky BAZOMBANZA
Intro S
Intro S
equence
equence
KATARSYS
PPackaging Des
ackaging Desiigngn
DONALD SIMPSON & MR WANG Fabien LAOUER
MManu
anualal
GAYAL AGENCE CONSEIL Sébastien BERGER Nicolas GUERINEAU Pascal MORY Eric ROYOU
Localisa
Localisa
tion
tion
MManager
anager
Nicolas GUERINEAU
TThanks
hanks
Nicolas GOHIN Didier POULAIN Laurent PLU
Note that there may be other keyboard shortcuts,
please consult the README.TXT
Credits
Credits
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