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Uncharted Waters

Typed out by Steve Begin ----------------------------------------------------------------- UNCHARTED WATERS (Koei) Instruction Manual This game is licensed by Nintendo for play on the Nintendo Entertainment System. (Picture of the Official Nintendo Seal of Quality) This Official Seal is your assurance that Nintendo has approved the quality of this product. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo Entertainment System. (C)1991 KOEI Corporation. All Right Reserved. SAFETY TIPS Before beginning Uncharted Waters, please read following: 1) Always turn the power off before inserting or removing the GAME PAK from your NES. 2) Do not store game in extreme temperatures. Never hit or drop it. 3) Avoid touching the terminal connectors. 4) Never attempt to take your GAME PAK apart. 5) Use of cleaning agents can damage the GAME PAK. WARNING: Do Not Use With Front Or Rear Projection TV ... ADVISORY READ BEFORE USING YOUR NES/SUPER NES ... 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! (Signature of Yoichi Erikawa) Yoichi Erikawa President Koei Corporation & The Entire Koei Staff PAGE 2: TABLE OF CONTENTS ------------------------- 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 right 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 left to buy the maximum amount, or left 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 right to turn clockwise, left 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 -------------------------------------- * 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 -------------------------------------- * 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 ------------------------------ * 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) ------------------------------------------------------------- * 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 ---------------------------- 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 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 ---------------------------- 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 --------------------------------- 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 --------------------------------- 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 --------------------------------- 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 --------------------------------- * 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 ------------------------------- 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 ------------------------------- 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 ------------------------------- 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 ------------------------------- * 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 ------------------------------- 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 ------------------------------- 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 ------------------------------- 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. PAGE 36: VII. DATA AND COMMANDS ------------------------------- 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 PAGE 37: VII. DATA AND COMMANDS ------------------------------- * 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. PAGE 38: VII. DATA AND COMMANDS ------------------------------- * 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 ------------------------------------- | 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. PAGE 40: VIII. THE AGE OF EXPLORATION ------------------------------------- (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 ------------------------------------- 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. PAGE 42: VIII. THE AGE OF EXPLORATION ------------------------------------- (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.) PAGE 43: VIII. THE AGE OF EXPLORATION ------------------------------------- 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. PAGE 44: VIII. THE AGE OF EXPLORATION ------------------------------------- (picture of a vessel pulling into a port harbor) PAGE 45: TRADING GOODS FROM DISTANT LANDS ----------------------------------------- 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 ----------------------------------------- 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. PAGES 47-48: 90-DAY LIMITED WARRANTY ------------------------------------ blahblahblah! PAGE 49: WARRANTY LIMITATIONS ----------------------------- moreblahblahblah! PAGES 50-51: COMPLIANCE WITH FCC REGULATIONS -------------------------------------------- evenmoreblahblah! LAST PAGES: SOME ADDS --------------------- KOEI, We Supply The Past, You Make The History! GENGHIS KHAN Conquest of Love and War As Richard the Lion Hearted, the Shogun or even the great Khan himself, carve a path of conquest through Asia and Europe. With everything from fighting duels to raiding towns, Genghis Khan takes strategy games to a new level of sophistication. Features 1-4 players, 2 scenarios, 5 levels of difficulty, 2 meg cartridge, 192k RAM and battery back up to save games. BANDIT KINGS OF ANCIENT CHINA Join History's Greatest Band of Outlaws Gao Qiu has seized authority of ancient China. As a Bandit King, help defend Gao Qiu and restore the glory of days past. Ally, conquer and celebrate! But stay the end who will be victorious? You or Gao Qiu? Features 1-7 players, 4 scenarios, over 250 characters, 3 meg cartridge, 128k RAM and battery back up to save games. Control Ancient China The Second Han Dynasty is crumbling! As one of 350 generals, you are determined to beat your enemies as you struggle for control of the country. ROMANCE OF THE THREE KINGDOMS (award winning hit!!) Features 1-8 players, 5 scenarios, over 250 characters, 2 meg cartridge, 192k RAM and battery back up to save games. ROMANCE OF THE THREE KINGDOMS II (award winning hit!!) Features 1-12 players, 6 scenarios, over 400 characters, 4 meg cartridge, 256k RAM and battery back up to save games. Return to a world of Loyalty & Honor As a 16th century warlord, you'll embark on an epic quest to unify Japan. Vying for power and territory, you'll command vast armies of samurai warriors, defend yourself against ninja assasins, lay siege against mighty fortresses, negotiate alliances and confront your enemies in deadly combat! NOBUNAGA'S AMBITION (award winning hit!!) Features 1-8 players, 2 scenarios, over 250 characters, 5 levels of difficulty, 2 meg cartridge, 192k RAM and battery back-up to save games. NOBUNAGA'S AMBITION II (award winning hit!!) Features 1-4 plauers, 2 scenarios, over 400 characters, 5 levels of difficulty, 3 meg cartridge, 128k RAM and battery back-up to save games. L'EMPEREUR Relive the History. After the French Revolution, a man of great ambition emerged. His name was Napoleon Bonaparte. Live the life of Napoleon as he rises to power, starting out as a mere commander and eventually earning respect as Emperor. Organize your troops and lead them into battles against the super powers of the era. Napoleon was a hero of great ambition and distinction, can you live up to his reputation? Features 1 player, 4 scenarios, over 250 cahracters, 3 meg cartridge, 128k RAM and battery back up to save game. ------------------------------------------------------------------------------ Note From Me: The game comes with a sheet with informations on it such as maps. Here's a rundown of what is on this sheet. Recto: There's a map of Europe that take all the recto side of the sheet. The map shows these things: Kingdoms: - Portugal (to the west of Spain) - Spain (westmost peninsula, over Africa) - France (over Spain) - England (islands over France) - Holy Roman Empire (to the east of France) - Venetian Republic (under Holy Roman Empire) - Ottoman Empire (to the east of Holy Roman Empire) - Naples (south of Italy) Ports: - Lisbon (in Portugal, near Atlantic ocean) - Sevilla (in Spain, near Atlantic ocean) - London (in England, near the North sea) - Antwerpen (in Holy Roman Empire, near the North sea) - Hamburg (in Holy Roman Empire, near the North Sea) - Marseille (in France, near Mediterranean sea) - Genova (under the Holy Roman Empire, near Mediterranean sea) - Venezia (Venetian Republic, near Mediterranean sea) - Napoli (in Naples, near Mediterranean sea) - Tunis (in Africa, near Mediterranean sea) - Istanbul (in Ottoman Empire, near the Black Sea) Verso: There's a map that says: Map of the known world. It is a map that shows all the continent of the world. There's another map that says: Trade Routes with Portugal. This one shows these informations: Ports: - Lisbon (in Portugal, near Atlantic ocean) - Verde 1445 (west of Africa, near Atlantic ocean) - Cape Town 1488 (south of Africa) - Sofala (east of Africa, near Madagascar island) - Mozambique (east of Africa, near Madagascar island) - Mombasa (east of Africa, near Indian ocean) - Hormuz 1515 (in Iran, near Persic Golf) - Diu (in India, near Oman sea) - Goa 1510 (in India, near Oman sea) - Calicut 1498 (in India, near Oman sea) - Ceylon (on Sri Lanka island, south of India) - Malacca 1511 (south of Asia) - Ternate 1512 (north of Australia) - Amboma (north of Australia) - Macao 1557 (in China, near Hong Kong) - Nagasaki 1550 (in Japan) (Dates represent the year in which trade opened up to Portugal) Specialities: - Silver (Japan) - Pepper (Indonesia) - Gold (east and west Africa) - Lumber (east Africa) - Gems (east Africa, south Asia) - Ivory (east Africa, west Africa, south Asia) - Sugar (Portugal, south Asia) - Carpet (Iran, China) - Wool (Iran, China) - Cinnamon (India, south Asia) - Cotton Cloth (India) - Silk (China, Iran) - Clove & Nutmeg (Indonesia) There's a Captain's Journal that states: "Make copies of this page to log all your travels." Here's what you can find in this page: - Name of captain - Date, Position (longitude, latitude), Gold on hand - Observances - Port of - Neutral or ally - Position - Services (Market, Shipyard, Inn, Lodge, Guild, Palace) - Monuments - Market Rates (Date, Prices: %, Product, Buying, Selling) - Port of - Ashore - Set sail - Product, price, purchase, profit = total profit - Product, price, purchase, payment = total payment - Gold on hand

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