2 B efore playing S ummary 1.1 Introduction 1.2 Installation 2 Bas ic principles 2.1 Object of the game 2.2 Learn to play in 5 minutes 3 Deta iled instructions 3.1 Interface 3.11 Main game screen 3.12 Interface Bar 3.2 Sailing 3.21 Field of vision 3.22 Selection of ships 3.23 Move a ship 3.24 Manœuvre the sails 3.3 Trade and trans shipment of merchandise 3.31 General points 3.32 Trade of merchandise 3.33 Transshipment of merchandise 3.4 Naval combat 3.41 Fire the cannon another ship 3.
Corsa irs Manual v v 1 B efore playing 1.1 Introduction 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...
2 Bas ic principles 2 .1 Object of the ga m e: 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.
3 Deta iled instructions Convention used in this manual: “Click” means to click with the left button of the mouse. 3 .1 Interface 3 .11 Ma in ga m e screen 5 4 3 2 1 10 9 W 6 7 8 hat do we see? 1- The ship: The flag it bears designates the nation to which it belongs.
2- The cursor of selection of your ship: 1 2 3 4 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...
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.
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. 3 .12 Interface Bar (no ship s elected) 1 2 1 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.
3 .121 T he f ixed interface 1 2 3 4 5 12 13 14 15 11 6 10 7 8 9 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.
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.
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. 3 .
3 .2 Sa iling 3 .21 Field of vis ion 3 .211 Principle: 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. Y 3 .
3 .23 Move a ship 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: T : 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.
3 .24 Mano euv re the sa ils Each ship has 3 levels of sails at its disposal: 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.
3 .3 Trade and transhipm ent of marchandis e 3 .3 1 Gen eral points: 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. E 3 .3 2 Trade of marchandis e: et’s consider the illustration above.
Let’s examine the role of each icon: 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).
3 .3 3 2 Transhipm ent between ships 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) L then clicked on the Transhipment icon 2 ships anchored at the same port. .
3 .3 3 3 Transhipm ent between 1 ship and an island 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. C 3 .4 Naval comba t 3 .
3 .412 Choos e cannonball type and f ire by us ing the interface: hen one or several ships are selected you can decide on the type of cannonball to use. Let’s look at the interface below: W 2 4 3 5 1 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.
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%. 3 .
3 .5 B oarding: 3 .5 1 Resolution of a boarding: 3 .5 11 Principles: 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: W 1 2 3 4 5 1 Name of the enemy ship boarded plus its nation (represented by the flag). 2 Balance of power between the two ships.
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. 3 .5 13 A utoma tic resolution: 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. T 3 .
1 1 Character’s life points. 2 Number of gun shots that the character can fire. 2 You have an interface bar during the boarding.
3 .5 15 T he crew: I t is made up of different categories of characters 3 .5 15 1 T he sa ilor: T his is the basic unit. This unit fights with a sabre. 3 .5 15 2 T he of f 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. 3 .5 15 3 T he capita 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. 3 .5 15 4 Le corsa ir: e represents you in the game.
3 .5 16 Fight on land 3 .5 16 1 If you a ttack a pira te hideout or a port: 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. L 3 .5 162 If you defend a port: 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.
3 .62 Recruitm 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.
3 .7 Manage m ent of ports and principalities 3 .71 A port’s buildings 3 .711 T 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.
3 .722 Trade of m erchandis e: Cf. Chapiter 3.32 3 .723 Trade of ships: 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.
3 .73 Spies 3 .73 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: 1 2 3 4 4 5 4 6 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.
3 .73 2 Role of the spy: 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. W 3 .8 Pira te hideouts: 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...
3 .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 ions: 4.1 Principles: 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.
5 Reference guide 5 .1 List of ships 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.
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.
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.
5 .2 List of m erchandis e There are several types of commodities: 5 .21 Resources for sa iling . 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. 5 .
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. 5 .3 2 List of alarms 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.
5 .4 Keyboard shortcuts 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 Credits Note that there may be other keyboard shortcuts, please consult the README.