____ ___                 .__                       __               .___
|    |   \  ____    ____  |  |__  _____   _______ _/  |_   ____    __| _/
|    |   / /    \ _/ ___\ |  |  \ \__  \  \_  __ \\   __\_/ __ \  / __ |
|    |  / |   |  \\  \___ |   Y  \ / __ \_ |  | \/ |  |  \  ___/ / /_/ |
|______/  |___|  / \___  >|___|  /(____  / |__|    |__|   \___  >\____ |
               \/      \/      \/      \/                     \/      \/
 __      __           __                            ________
/  \    /  \_____   _/  |_   ____  _______   ______ \_____  \  /\
\   \/\/   /\__  \  \   __\_/ __ \ \_  __ \ /  ___/  /  ____/  \/
 \        /  / __ \_ |  |  \  ___/  |  | \/ \___ \  /       \  /\
  \__/\  /  (____  / |__|   \___  > |__|   /____  > \_______ \ \/
       \/        \/             \/              \/          \/
     __                                        _
  /\ \ \  ___ __      __   /\  /\  ___   _ __ (_) ____  ___   _ __   ___
 /  \/ / / _ \\ \ /\ / /  / /_/ / / _ \ | '__|| ||_  / / _ \ | '_ \ / __|
/ /\  / |  __/ \ V  V /  / __  / | (_) || |   | | / / | (_) || | | |\__ \
\_\ \/   \___|  \_/\_/   \/ /_/   \___/ |_|   |_|/___| \___/ |_| |_||___/

   (suitable for PC, Super Nintendo, SEGA Genesis & Playstation)


This faq is written by Eastpolar (maiic_groels@hotmail.com)
Version 3.4 (July 7, 2005)

with help from
Christopher Bzik for the Ports and Ships (AirCB328@iwon.com)
LockeVanish for the Mates (lockevanish@hotmail.com)
Scaly Lizard for Trade and Quirks (scalylizard@yahoo.com)

 'NEW IN 3.3'
 While trying to make a better layout for the faq I did a
 quick complete read-through the faq and cleaned up the bits that
 were just hanging around somewhere they didn't quite belong.
 The layout hasn't majorly changed, but it makes more sense
 somewhat. On the way ctrl-x-ing and ctrl-v-ing I also did
 some things that still weren't done, while on my 'to do' list
 for quite some time. (See Version History for that)
 The only things left to done are the Ali walkthrough and the
 Game Options.


___________________ AN AUTHOR'S NOTE _____________________________

 Hi, and welcome to this walkthrough/faq/guide or whatever you may
 call it, for the second game in the series of Uncharted Waters,
 Uncharted Waters 2: New Horizons. First of all I'd like to thank
 Mr. Jerry Webber. His walkthroughs made me write this faq, I
 kind of revised them all and wrote this guide around the
 walkthroughs. So what he did, was writing the main line with the
 important stuff and I tried everything out and completed the walk-
 troughs. This is not because I cannot do that, but because I think
 that there are multiple ways of completing the game and now there
 are two ways mixed-in. Might come in handy for you as reader...
   Note that only the upper four walkthroughs are TOTALLY revised,
   the other two still have to be done (but the main lines have
   been set out for you).
 So if you complete the game in a different way than I have written
 it's not wrong. Also, I do not mention easy stuff, like: "Walk to
 building now, say yes" that kinda stuff. I just tell you the major
 parts of the story, it's your job to complete it.

 If you want to look for a specific aspect of the game, just type
 CTRL+F and search for the thing you want. I have tried very hard
 to have a logical lay-out and chapter seperation, but sometimes
 a single aspect could be put into three chapters, and I had to
 choose one. Just use the search function and find what you need.
 (for example: goddess, get rid, idin leis, mecca, flamberge)

 By the way, the newer Uncharted Water series are called UW3: Costa
 Del Sol and UW4: Porta Estado. There has also been released a
 special UW2: New Horizons version, Chinese only, this game has got
 two extra story lines: Chinese and Indian. Not in English... :(
   Note that UW3 and UW4 have only been released in Japanese,
   Chinese, Korean, Taiwanese and Malaysian. Any attempts to reach
   Koei about a release in English have failed, so don't bother me
   or them with it. You'll have to live with it or learn one of
   these languages. Some rumours go around the web about fans of
   the series are trying to translate it, but so far nothing
   concrete has come up. As soon as I know more I'll let you know.
 BTW: The Japanese name for THIS game is: Daikoukai Jidai. Which
      is often translated as: Era of the Great Expeditions.
      (thanks foolerrant)

 Christmas 2002: I got this e-mail from JCD, he tells me that
 UW5 is maybe being created as rumours go through the Chinese
 gaming group. He'll let me (us) know, what the developments
 are. It would be nice too, if they made it in English...
 Stay tuned!
 Summer 2004: Rumours go about a MMORPG based on UW2:NH!
  (It will be released later 2005, as it is scheduled now)

 If you have any comments, additions, questions or whatever, you
 can always send me an e-mail. Look for the address at the top of
 the FAQ. Please do ^ALWAYS^ add the version somewhere in your
 mail, because some sites still have older versions.
 Keep in mind to just e-mail me, not the other three guys, they
 don't have anything to do with publishing the faq, they are
 just as you will be then; information gatherers.

 For the newest, latest, freshest version, check:
   http://www.gamefaqs.com
 Other sites don't update often, if they update at all. So,
 before mailing me, look for the very newest version on
 gamefaqs.com

 Let's take some quotes from reviews from GameFaqs.com to see
 what gamers think of this game. Of course, if you got a nice
 quote for this game, come on in.

 "Uncharted Waters: New Horizons is, by far, one the best
  RPG/Simulation games ever crafted for any platform."
 "Everyone is focused on one thing: graphics. But UW:NH is
  one of the many games that are still remembered for its
  gameplay, and NOT its visuals."
 "Each character quest is long and engrossing, and is enough
  to keep you busy..."
 "If you can withstand the learning curve and the graphics,
  you'll undoubtedly enjoy this game."

 "I've been reading your excellent and ridiculously in-depth
  FAQ on UW:NH" (Alex Rabot)


__________________________________________________________________

 Before you get started (when you want to play the PC version),
 you should check if you have the following System Requirements:

 One will need a i80386 PC (33 MHz CPU is more than enough), plus:
  MS-DOS 5.0+ or any compatible operating system (or Windows);
  at least 440 KBytes free conventional memory;
  at least 512 KBytes free EMS or universal (EMS/XMS) memory;
  at least 5 MBytes of free space on the hard disk (saved games);
  VGA display adapter
  an AT keyboard and a working mouse (latter not required).

 Right...


---------------------------------------------------------------------
 Chapter List
---------------------------------------------------------------------

CHARACTER WALKTHROUGHS
   1.  Walkthrough JOAO FRANCO
   2.  Walkthrough CATALINA ERANTZO
   3.  Walkthrough OTTO BAYNES
   4.  Walkthrough ERNST VON BOHR
   5.  Walkthrough PIETRO CONTI
   6.  Walkthrough ALI VEZAS

GENERAL INFO
   7.  Ports
   8.  Items
   9.  Sailing
    (a Ships
   10. People
    (a Mates
    (b Waitresses

ADVENTURE FAME
   11. Discoveries

TRADE FAME
   12. Trade
    (a Trade Routes
    (b Trade Chart
    (c Investing
   13. Incedibly In-depth Trading
    (a Early Game
    (b Midgame Game
    (c Late Game
    (d Advanced Game
    (e World Domination

PIRACY FAME
   14. Defecting

MISCELLANEOUS
   15. Various Info
    (a Skills
    (c Villager Help
    (d Readers Info + Anecdotes (that really help)
   16. Oddities
    (a Quirks
   17. Game Options
   18. Cheating
    (a Hex editing
    (b Game Genie Codes
    (c Pro Action Replay Codes
   19. Frequently Asked Questions

NON-GAME
   20. Links
   21. Credits
   22. Version History
   23. Copyright Info

-----------------------------------------------------------------------------
 General Walktrough Watch-Outs & Know-hows
-----------------------------------------------------------------------------

 - Always carry Balms
 - To see villages and new ports, have men on lookout
 - To find discoveries, Go Ashore in a village and entertain / search.
 - DON'T DO ADVENTURE ROYAL QUESTS
 - There is a time limit, after December 31, 1553 you are too old to sail
 - Food/water is deducted at midnight, don't set sail just before midnight

-----------------------------------------------------------------------------
 1. Walkthrough JOAO FRANCO
-----------------------------------------------------------------------------

 Age:18   Sail:1   Battle:1   Leadership: 78  Courage:   82
                              Seamanship: 75  Swordsman: 82
                              Knowledge:  73  Charm:     89
                              Intuition:  85
 Negotiation Skill


The son of Portugal's Duke Leon. An adventurer who travels around the world
to find the secret of Atlantis.

When you go to your father's house. Joao is sent on a mission by his father
Leon to find "The secret of Atlantis". Joao has $1000, (an aquamarine tiara
given to him by his mother Christiana when you visit the house between 10
and 12pm), a Latino Caravela (when you visit the shipyard) and a rapier
(when you visit the Item Shop) to begin his journey. He can sell the tiara
and equip the rapier and use the money to remodel his ship to minimum crew
and 0 guns. He should also begin donations to the Round Earth Society. Ten
times ten percent investments will bring good luck. Early donations will
also take less gold, since he has little money.

He stocks his ship with maximum provisions and assigns the crew to 100%
sailors. The Round Earth Society asks that he takes Professor Enrico Malione
(Sail:1 Battle:1 -Accounting) to Zipangu and Joao accepts with the condition
that it may take many years. Enrico agrees and signs on as bookkeeper.
Rocco Alemkel (Sail:30 Battle:32 - Gunnery/Celestial Navigation) is sent by
Leon to accompany Joao and turn him into a sailor. Rocco is "The Old Sailor"
from Uncharted Waters. Butler Marco is the first mate recruited on Uncharted
Waters and still serves Leon in this game. Save the game here!!!

On the first voyage from Lisbon Domingo Manana appears as a stowaway and
is given a job by Joao. Joao sails northwest to find the supply port on
Forel. Restock with food only. Continue west until land is sighted then
turn north again. You must bear north and west around the point of land
then turn east at the ice cap. A village is discovered at the extreme
north east corner where you disembark and give food until friendship
equals 65.

Save the game at this point. You will find the Saber toothed Tiger
(when you don't find this, load the game in Lisbon and go along the Nile
to find all the discoveries there, because it could be possible this
discovery isn't chosen randomly at the beginning of your game).
discovery and lose two members of your crew. You must plunder the
village for food. (If additional men are lost, restart.) Sail and
disembark at the closest coast south of the ice and "Search" for water.
Load water equal to the amount of food on board then sail west and south
to clear the point then head south for 5 - 6 screens. Turn east when you
start to speed up and dock at Bordeaux.

Turn in the discovery at Bordeaux to Professor Mordes and collect
$100,000 (when you have done the Nile job, it will be less, around $35,000).
If you have too less money you can boost this by trading between Athens
and Istanbul or do jobs at the guild. Look in the shipyard for a used sloop
or LaReale. If these ships are not available here, save the game and sail
to Nantes (north) or Lisbon and Seville to find one (if there isn't any
here, wait till the next month). Be sure to buy 5-7 balms at the Item Shop
before leaving Bordeaux.

Once a ship is found and outfitted (dragon figure, crew - 50, no guns),
load 300 arms from Lisbon and take to Timbuktu in Africa and trade for
ivory. If you have $14,000 available, sail to Seville and rest until
2am, then visit the guild and purchase a Basterd sword. The King may
start to asks favors, don't listen to this.

Take the ivory to Amsterdam in northern Europe and buy "Cartographer" skills
from Mercator (around $50,000) and sign a contract. Buy glass beads (200)
while in Amsterdam and return to Africa.

Travel down the coast and discover villages up the river by Luanda.
You will lose some crew at the river village so stop by Luanda for crew and
provisions.

At some point in a pub (when your adventure fame has reached the 2000),
Rocco says the Prince (Alberto) of Portugal has been kidnapped. Joao goes
to the lodge and shipyard and rescues Domingo (who is actually the prince)
from Pirate Antonio Kahn. A hard to win sword fight takes place here so
save the game just before entering the shipyard. Not that it matters when
you loose, but you'll gain battle experience points with it.
Catalina Erantzo interrupts to save Joao's life even if he beats Kahn. She
wants to fight Joao, but Rocco tricks her by sounding like Commander
Ezequiel and she leaves. They realize that Domingo is the Prince and return
to Lisbon.

If in Africa, proceed around the tip of Africa discovering villages along
the way. The DODO village MAY be on an island off the southeast coast of
Madagascar. Look for this village as the Dodo discovery is also worth
$100,000. The first port up, the east coast of Africa is Sofala. Disembark
here and trade the glass beads for gold. Be sure and save some money for
food for the trip home.

Now return to Lisbon with Alberto and go to the castle, then save the game
before entering the Franco house. Here you will encounter Pirate Kahn again
in a sword fight. Beat the pirate and you will gain 1000 pirate points and
battle level 2. You don't have to win again, only for the points. If you
want to win, you should buy some armor in Copenhagen first.

Go to the palace and save Joao's father, Leon. Return to the Franco house
and tell Leon "NO", that you would like to continue your sea travels and he
gives Joao a Flamberge sword. Prince Alberto will accompany Joao to the dock,
then you are free to trade and sail for Bordeaux with discoveries.

NOTE - To finish the game quickly, do not visit the King of Portugal. He
will ask favors (bring discoveries) in return for royal titles.
Unfortunately, the titles do not add to the adventure points which ultimately
win the game.

Turn in the discoveries to Professor Mordes at Bordeaux and sell the Basterd
sword at the Item Shop for $10,000+ gold. Buy 2-3 more balms if needed. Sail
to Amsterdam to trade and "Report" your sea travels to Mercator. You may
deposit extra gold in the bank to earn interest. Also donate at the Round
Earth Society. Take more glass beads from Amsterdam around Africa to Mombasa.
Withdraw any money deposited and trade the glass beads for gold. Take as
much gold as possible to Mecca and trade for carpet. Visit a pub when you
have reached 8000 adventure fame and you'll be warned Catalina is after
you. She will appear after some ports, but Rocco will subdue her so Joao can
escape. Proceed north to Cairo and discover another village. Return to
Mombasa to trade the carpet for gold.

Return to the Mediterranean and search for a "used" Venetian Galeass. Try
in Seville, Genoa, Piza, Athens, Istanbul and Alexandria. One of these ports
should have the ship. Remodel the ship for 400 crew and 0 guns. You may
purchase and moor a used Sloop if one is found while searching for the
Galeass. The Sloop is a good ship for long distance travel. Sell the Reale
and pick up as many mates as can be convinced. Somewhere here they'll warn
you again, but Rocco will fight her.

This will allow Joao to plunder more of Catalina's ships because while
trying to recruit enough crew for the Galeass.

Equip weapons and assign crew on the Galeass to 15% sailors and the rest
soldiers. Sail to the closest port and when at the dock to debark the
dock master should ask Joao to "Set him up with Catalina." This is the clue
to save the game as Cat will be waiting outside the port with 6-10 LaReales.

Joao should "Rush" attack her at sea without getting in a duel and will win
the battle with the advantage of men. Sell all but one of Catalina's Reales
at the shipyard and reduce men to a small number on each ship. You'll gain
approximately 3 battle levels.

Sail to Lisbon and moor the Galeass and extra ships. Sail to Bordeaux and
turn-in the discoveries. Sail to Amsterdam and "report" the maps. If you
have more than 23,500 Adventure Fame (or maybe when you just visit some
ports, I'm not sure) Ali will appear in the pub or lodge and say that
Lucia has been kidnapped by Catalina. Ali asks Joao to find Sapha (his long
lost sister) and bring her to Istanbul. Joao goes back to Lisbon to the cafe
and talks to Carlotta about Lucia. You SHOULD have lots of money by now,
but money comes always in handy...

Joao must sail to Basra in the Persian gulf. It is the farthest port up the
gulf. This is where Sapha works at the pub. She will not go with them, so
Joao decides to go to Istanbul to tell Ali. Sail to Istanbul and find Ali in
the lodge. Tell him about Sapha.

Sail around the north of Asia and discover things along the way. (Stellar
sea cow) Sail down the coast of Asia and up the yellow river in China to
discover several items and ports. Stop at Zeiton to buy a cat, lime juice
and some more balm. Sail south through the islands to the top of Australia.
Sail east and try to discover the Moa and Moai as you cross the Pacific.
Round the southern tip of South America and sail up its eastern coast.
(if you have done this already, just raise your Adventure Fame to
+25,000)

Sail to Bordeaux and turn in discoveries, then to Amsterdam to "report".
Adventure Fame should be 21,000 + at this point. Sail to Naples if you have
$600,000 to buy the Crusaders armor. Go in nay building after you have
gained the +25,000 Adventure Fame and you'll see Ali again. He thanks Joao
for finding Sapha and says Joao can find some answers to the secret of
Atlantis in Massawa.

On the way to Massawa, stop in Timbuktu (Africa) to pick up the Crusaders
sword at 2pm if you have an extra $380,000 gold. Sail to Massawa and look in
the Mosque. This will lead you to the palace where you meet Meconbe
and Lord Taphali. They tell Joao that Turkey is about to attack Massawa and
that the only way to save them is find the Staff of Poseidon. Return to
Lisbon.

In Lisbon, Christiana asks Pietro Conti to find the staff for Joao and
take it to Massawa. He agrees. At this point, Joao must kill some time as
it takes a while for Pietro to find the Staff. One of the most constructive
things for Joao to do is to invest in Bristol or Hamburg shipyards. This
will make large and powerful ships available. Joao must have extra money
for this because it takes (4) $50,000 investments in Bristol to attain
1000.

At this level Bristol will build Sloops, Frigates and Barges. Joao's
favorite ship is a Frigate, but a copper sloop would be very handy for
an adventure and the Barge is a much more powerful ship for the final
battle.

Joao can sail to his ship building port and invest, then sail to Massawa to
talk to Taphli in the palace. This action will start the clock because at
each shop in Massawa Rocco asks if Pietro has found the staff and Joao
replies that "All that can be done is to wait." They should return to the
ship port to invest again and stop by the African ports for some gold along
the way.

Joao should sail to Lisbon and commission his Galeass and recruit (100)
crew. Sail to Mecca just north of Massawa and "recruit" sailors to (400).
Remember to assign the max percentage as soldiers. Any shop owner in the
middle east should ask if they have heard that Turkey has started the attack
on Massawa (only when you have killed enough time, otherwise just rest some
time). This is the signal that Joao should return to the palace in
Massawa then meet Catalina again at the dock. Cat allows Joao to fight the
Turks and the game should be saved at this point.

Joao must beat (2) Turkish fleets, between which Catalina interrupts and
volunteers to help Joao attack the Turks. Upon returning to Massawa and going
in any shop, Pietro shows up and presents the Staff. NOTE-Joao can use the
saved game to continue to attack Turks and sell their ships for gold (he will
need it), or take the staff to Taphali. If you have bought the Crusader
stuff, it'll be a piece of cake, as they haven't got that much crew.

Taphali gives Joao the "Royal Crown". This is one of the lost treasures of
Atlantis and worth $150,000. Joao is finished in Massawa and may return to
his ship building port to finish investment and build a "Barge" or
"Full-Rigged Ship". At the dock in Massawa, Catalina approaches Joao for
revenge one last time.

Enrico interrupts and asks why she seeks revenge and with the help of Pietro
they convince her that Joao had nothing to do with her brothers death.
She exits.

At the pub in the ship building port Enrico requests to be taken to Zipangu
and Rocco says that Nagasaki would be the place to go. Prior to this point,
Nagasaki and Sakai are not available to Joao. He should take a fast ship and
sail to Nagasaki. Take a mapping route to Nagasaki and discover some items
along the way. Joao comments on the beauty of the port and Enrico bids
farewell at the dock. This is also an opportunity to make extra gold since
silver, pearl and silk are very cheap in these ports. Joao should also buy
an "Atakabune" ship in Sakai since this is a good ship for long-range
discovery travel.

By the time Joao can return to his ship building port in Europe, his large
ship will be ready. He should take this to Lisbon to "Moor". In Lisbon
people will say that Joao has a letter at the Guild. Joao's Adventure Fame
should be 41,000+ at this time. The letter is from Enrico and says
cryptically that he has some news about Atlantis.

Joao sails for Sakia (where Enrico now lives) and sees him in the church.
Enrico tells Joao that a Dutch map maker named Ernst Von Bohr told
him that Neo-Atlantis is in South America up a large river. Joao returns to
Lisbon as fast as possible to retrieve his battle ships and recruit crew.

Sail to Cayenne in South America and visit any shop. Rocco first says "Whew,
we finally made it to south America, what do we do now?" Joao replies that
he doesn't have the slightest idea.

Joao may have to sail around close to Cayenne a few times and attack Spanish
or preferably Turkish fleets. When the time is right, Rocco says some people
are running to the cafe. There they find Lucia being held captive by Pirate
Rudolph. Joao must sword fight the pirate, and even if victorious, Catalina
enters takes over the fight and allows Joao to escape.

At the dock, Lucia explains that she has been captive at Neo- Atlantis on
the Amazon river built by Marquis Martinez in violation of the Treaty of
Tordasillas. She escaped with the help of "an old man" (Raul Franco).
Catalina enters and comments that she has learned that Martinez is the real
murderer of her brother and is now seeking revenge on him. She knows that
Commander Ezequiel is close by and Joao volunteers to explain the situation
to him to allow them all to attack Martinez and his band of pirates at
Neo-Atlantis tomorrow.

Upon leaving the port, Joao explains the situation to Ezequiel and Catalina
surrenders, then they move up the Amazon and the encounter the pirates. Joao
must defeat (1) pirate fleet to win (hopefully for you, it's a pirate with a
flagship that has less than 200 crew, because with the Crusader Equipment,
you'll win the duel anyway). He may now "scrap" all his ships except
a fast one and return to Lisbon and his father's house. His father has heard
of Joao's victory and recommends to the King for Joao to take his place as
Prime Minister of Portugal. This is the end of this game.

-----------------------------------------------------------------------------

1146 Day Voyage

It was a red-haired female pirate, Catalina Erantzo, who saved Prince Alberto
and myself from that evil pirate, Kahn. But it turned out that she was really
after me. Only with Rocco's quick thinking and cunning subterfuge did we
manage to escape.

At Massawa, I met the last descendant of the lost city of Atlantis, Tafari.
After our meeting a fierce naval battle ensued, as I fought to protect
Massawa from the Turkish forces.

At the port of Nagasaki, Enrico finally had to leave us. After so many
voyages together, it was sad to part. But we wished him good luck with a
smile as he was excited about beginning his studies in the land of Zipangu.

With the help of Catalina, I rescued Lucia from the clutches of evil pirates.
After that, I decided to cooperate with Catalina and Ezequiel's Armada to
stop Martinez's evil scheme.

At Lisbon, we were welcomed by the enthusiastic cheers of the crowd. It seems
my father finally acknowledged that I am an experienced seafarer.


-----------------------------------------------------------------------------
 2. Walkthrough CATALINA ERANTZO
-----------------------------------------------------------------------------

 Age:18	Sail:8	Battle:10	Leadership: 80 Courage:   86
                                    Seamanship: 79 Swordsman: 92
                                    Knowledge:  65 Charm:     95
                                    Intuition:  52
Gunnery Skill

Spanish Naval officer. She leaves the Navy for a life of piracy to avenge
the mysterious loss of her brother & fiancé.

Catalina is the only character who won't be called by a monarch to do favors.
This makes her game the fastest of all, as all of her activities increase her
fame.

Catalina begins her game by being called to Navy headquarters (which is at the
right hand side of the castle) by Commander Ezequiel who tells her the sad
news about her brother Michael and her fiancé Hernan being lost at sea. Their
ship was wrecked or burned at Santo Domingo and no one survived.

Catalina must re-enter headquarters after talking to Ezequiel who will give
her Michael's saber. She then goes to the cafe to have tea with Lt. Emilio
Sanude (Sail:8 Battle:11 -Gunnery/Celestial Navigation). They overhear two
swabs talking about the disaster and say that rumor has it that Duke
Franco's private battle fleet was responsible for the attack. Cat returns to
Ezequiel to request ships and men to avenge her loss against the Francos,
but Ezequiel refuses on the grounds that she would cause a war over a rumor.

Cat returns to the cafe and a "crazy philosopher" rides them about giving
up, then she asks Emilio to come with her to the dock. At the dock he joins
her mission (at gun point) and they steal a ship- a galleon she names the
REBEL. The ship has (10) bars of gold on board which you can sell to
help recruit another (50-60) sailors for the ship. Cat must also "Equip"
her saber and "Assign" her sailors to 90% combat.

When she sails, they encounter Rapheal Selran of Portugal (a battle
captain). She should defeat him by attacking without a duel and return to
Seville to sell the Rebel and equip the Flemish galleon with maximum men
and no guns. This ship will sail much faster than that the galleon can. In
Seville, save the game, because Cat may be surrounded by "Gruff men", if
captured, just restart to keep losing your money. Go to the dock and wait
till 2 am, to go to the Item Shop and buy a Basterd sword.

Sail into the Mediterranean and attack another fleet, like a Turkish
merchant or Portuguese (Yasale, Abduhl?). When docked at any harbor other
than Seville, Cat gets the message that the Spanish fleet is after her. Stay
close to a neutral port such as Algiers and dock after each battle to sell
the captured ship and recruit sailors. This all to get more fame and get
better in battling.

After the second battle with the Spanish Armada, the fleet catches fire and
retreats. You can actually flee the second time, because you often won't have
enough crew to fight them again. Catalina picks up Andreas Paella and he
joins as mate. He was the 'crazy philosopher' at the pub in Seville.

After your fame in piracy has reached +5,000 you'll fight Pirate Kahn in a
shipyard. You capture Joao and you have to flee, because Ezequiel is after
you. Catalina's pirate fame should get to +8,000. She must attack any
Spanish, Portugese (or Turkish) or Pirate fleet to increase fame, money
and battle skill. In the pub, Cat will meet Bret Perot. He tells them
Joao's location (Somewhere Italy? - Jaffa/Syracuse) and they take off
after him.

In this port they will search first in the pub, if the bartender says he
REALLY hasn't seen him, you have to wait some days, come back to the pub.
The bartender will say he HAS seen Joao now, so go search building after
building looking for Joao and eventually Cat will find Andreas and Emilio
tied up in the Merchant shop. They tell her that "Monster Rocco" did the
dirty deed. So they return to the port where they saw Bret and ask him again.

This time he tells them (after being choked by Andreas) that a Portuguese
noble wishes Lucia to be secretly taken to the lodge in Ceuta and they will
be told Joao's location again. She agrees.

They pick up Lucia in the pub in Lisbon and after dropping her at the lodge
in Ceuta, find Perot in the pub. He tells them that Joao is in Alexandria.

In Alexandria, Otto Baynes shows up and convinces Cat that she has been
tricked into kidnapping Lucia for Marquis Martinez of Portugal. She really
has the butt at Perot now and Otto tells her that Perot is headed for the
Black sea (beyond Istanbul). She can easily catch him and beat him in battle.
He says that Lucia is across the world and that the Atlantic armies will
conquer the world.

Cat's pirate fame is now 15,000+ with a battle level of 11. On the next
battle, Emilio says that a scum has been caught hiding on a captured ship.
Catalina questions him and is told that Joao has sailed to Massawa to defend
the locals against the Turks. She decides to go after him. To accomplish this,
take her battleship, the crew must be reduced to (100). The Venetian should
now sail for 45 days. If you want to beat enemies in duel, be sure to buy some
armor in Copenhagen.

In Massawa they learn that Joao is called the "Savior". They find Joao and
company at the harbor and challenge him. He requests to be allowed to fight
the Turks before settling the score with Cat and she agrees. Emilio suggests
joining the battle and they do.

Don't forget to hire more crew at Mecca (North-East) before fighting the Turks.
To do this, just sail in the big group of Turkish fleets. This is a good chance
to capture and sell several fleets and stock up on money if needed. Joao
interrupts on the first battle and Catalina volunteers to assist in the battle.

After docking at Massawa after the battle, they are told that Joao is at the
palace. Here Joao's companion Enrico questions Catalina about the
circumstances behind her vengeance and they find out that the attack on her
brother could not have been accomplished by the Francos since they did not
own a fleet at that time. A explorer from Genoa called Pietro Conti verifies
Joao's claims and Catalina lets them go.

She should now sail back to the Mediterranean and may stop at any port along
the way for supplies. When your pirate fame has reached +30,000 go in any
building, she is told that a Turkish merchant is looking for them at the lodge.
Ali Vezas tells Catalina that Pietro wants to see her in Lisbon.

In Lisbon, at the Franco's house, Pietro tells Cat that Marquis Martinez is
responsible for her brothers death. Raul Franco, Joao's grandfather, agrees
with Pietro and tells Cat about Neo-Atlantis and how her brother was caught in
this plot. They tell her that Martinez may be found in South America and
that Commander Ezequiel is after her. You have to sail to South America now.
When you go in any port, Emilio suggests sailing to every port. So that'll
be the mission for now. After some ports (don't forget the northern ports
of South America) Andreas says there's a fight in the pub. You'll end up
fighting to Pirate Rudolph. Joao went to the harbor. After a conversation
he agrees to ask Ezequiel for help in battling the pirates. When you go out
of the port, Ezequiel will be waiting for you. He does fight with you and
they sail after you up the Amazon river and encounter the pirates. After one
battle, Martinez has gone up in flames.


-----------------------------------------------------------------------------

211 Day Voyage

I finally found my enemy, Joao. But unfortunately Commander Ezequiel
interfered, and stole my chance to take revenge. In retrospect, however,
I'm glad that I didn't defeat Joao then.

I was drawn further into the Franco family's affairs when I was tricked into
joining a nobleman's plot. We kidnapped a girl named Lucia for him, but that
turned out to be a serious mistake.

All of the signs had lead me to believe that the Francos were guilty. But
Otto, Pietro, and Joao told me the truth, and I was so confused! I no longer
knew who my real enemy was.

I learned who really set fire to my brother's fleet from Pietro and an old
man named Raul. I went to South America, where I knew my enemy would be
waiting. There, I joined Joao and helped him rescue Lucia.

Michael, Hernan... I finally avenged your defeat. The fire of your revenge
no longer consumes me. Finally I can rest. My heart is now at peace.


-----------------------------------------------------------------------------
 3. Walkthrough OTTO BAYNES
-----------------------------------------------------------------------------

 Age:25   Sail:10   Battle:10   Leadership: 92 Courage:   88
                                Seamanship: 72 Swordsman: 86
                                Knowledge:  61 Charm:     82
                                Intuition:  43
 Gunnery Skill

British Privateer

Appointed by King Henry VIII to the Royal Knights in a secret mission to
defeat the Spanish Armada.

Otto is called to the palace. Sir Gilbert intercepts him and
shows his butt.

The King appoints Otto as the Head of the Royal Navy and requests that he
build a fleet and defeat the Spanish Navy. Otto accepts.
The King gives him:
1) A royal title (Page)
2) Short sword
3) Leather armor
4) Letter of Mark
Sir Gilbert gives him:
1) 300 gold
2) Caravela Latina

Otto picks up his ship at the shipyard and finds that Gilbert named it the
"Idiot". In the harbor you meet Matthew. Save the game before going into
the cafe as a swordfight will take place there with Sailor Matthew Roy.
Otto cannot lose this fight, but the outcome makes more sense if he
defeats Matthew.

Sail for Seville to "spy" on the Spanish. Go the cafe to find Matthew. He
is dinking and doesn't stop - When drunk, he makes a "plan". In the
harbor you see that Matthew has stolen a ship "the
newest Galleon" named "Fools" and they find 10,000 gold in the Captains
cabin after they sail from Seville. Assign the crew to 90% soldiers and
attack the first Spanish merchant fleet available. (Esteban Ortega) Save
the game just before the battle (27 may '22) and restart the game until
Otto wins and plunders a valuable cargo from the merchant such as amber
or gold (take his Nao, on the other ships isn't any cargo). Return to
Seville and obtain the Basterd sword at 2 am. Sell the cargo and ship and
recruit crew if needed. You must enter Seville at night since hostility is
at max. When you enter a building Matthew notifies you that you are being
followed. Hire some extra crew (max if possible). Save the game and prepare.

Be ready when they sail because a Spanish battle fleet (Bernal Loyola) will
be waiting. Defeat this fleet and sail for Ceuta to sell the plundered ship.
(defeating Loyola by duel is the easiest way to do this, you can buy
equipment in Copenhagen and Lubeck, the Flamberge sword)

If you are not too aggressive you might meet up with Pietro Conti in a pub
right here, but it isn't necessary to complete the game. It appears only
to happen when you have a amount of pircay fame. So if you do not attack
too much between this fight and the meet up with Catalina you might see
him. Not that it matters when he tells you that the Spanish fleet has lots
of gold aboard. (thanks Antonius Eko for this part)

At any shop in port, Matthew will want to drink again. Go to the pub first
and then to the dock, the attendant will ask Otto to go to the merchants
place to check out some 'ghosts'. At the merchants they find Andreas and
Emilio, the mates of Catalina tied up in a sack. Catalina shows up and
challenges them to a duel.

They convince her that they do not work for Joao and she agrees to have a
cup of tea with Otto at the pub in two hours. At the pub she relates her
story of revenge on the Francos and then leaves.

Otto should defeat a pirate fleet with Venetian Galeass so he can take this
ship. (Khayr or Idin) He needs a Venetian or Galleon to attack Spanish and
pirate fleets. He may also purchase a Venetian (if you have the gold).
Before this you could also just hunt down some average pirates or Spanish
merchant fleets (to get more money).

At this stage in the game, King Henry should be looking for Otto. He can see
the King and not detract from his game since the king asks him to attack
Italian fleets, which will only cost you -1 friendship point with Italy, so
they won't get mad at you. This is how he gains pirate fame and may also
attain royal rank. (if you can't get the Italians out of Genoa, treat them
in the pub - see Cheats section for more details).

At about 30,000+ fame, the King is looking for Otto in a different way. He
reminds him of his request to destroy the Spanish fleet and tells Otto he
thinks he is ready to attack them. Go to the Guild to get information on
the Spanish whereabouts. The Guild master tells him that the Spanish utilize
a 3-point attack and that their fleets are docked at Nantes, Bordeaux and
Seville. Otto and Matthew talk this over and decide to attack the Spanish
before their fleets can converge and use the 3-point attack.

Sail to Nantes and you'll catch a couple of fleets at Nantes. When you beat
one, Matthew realizes that the Spanish have departed for the Amazon river.
Travel down the African coast and then west to Cayenne. A shopkeeper will
tell them that a Spanish fleet has docked at Santo Domingo.
(Do not destroy the Spanish fleet before you get this message, otherwise
the game will get stuck, as you will never be able to destroy it again)

Go catch this fleet, beat one and head back to Cayenne, since Matthew
noticed the other ships went off. When you catch more Spanish
fleets at sea -attack-, Catalina appears right away and convinces them to let
the Spanish go free. Otto does this (much to the dismay of Matthew) and they
sail back to Europe. Crew must probably be reduced to make it back to
Europe against the current.
(You CAN beat all the ships if you wait for them close to the isle of
Trinidad)

You must dock at a European port (except London and find Ezequiel Roberto
in the pub. He doesn't recognize you at first (and you don't recognize him),
then offers to meet them for a show-down in 30 days off the coast of
Bordeaux. You must agree and sail around until this date comes. Be sure
to have good equipment (whether swordplay equipment or good ships and
cannons, and of course enough crew).

Save the game just before the battle since Ezequiel is a tough customer.
You, as a real knight, won't kill Ezequiel, but let him go. Don't give him
a chance to be a knight, as he WILL kill you. Bastard. :)
*You can hire him afterwards, just check his whereabouts.

The last act is to return to London and report to the King. Gilbert attempts
to defame Otto by telling the King that Otto let Ezequiel escape. Otto
defends himself by telling of Ezequiel's honor and the King agrees and
appoints Otto to the position of Admiral of the Royal Fleet.

-----------------------------------------------------------------------------

286 Day Voyage

As King Henry requested, I began attacking fleets but jealous Lord Gilbert
tried to hinder our success by keeping us poorly supplied. However, Matthew's
sly trick brought me a state of the art Spanish Galleon. The acquisition of
that mighty ship marked a turning point on our path to victory.

We came upon a notorious and beautiful female pirate named Catalina Erantzo,
who was bent on avenging the loss of her brother. She was in pursuit of a
sailor named Joao, whom she held responsible for the dastardly deed. I
couldn't help but admire her determination.

We learned of a Spanish fleet heading for Seville, transporting gold from
the New World. We knew that if we successfully plundered that fleet, it
would deliver a substantial blow to the fortunes of Spain.

We happened upon Ezequiel, Commander of the Spanish fleet, in a rather
unexpected way. We vowed to have one final battle for the glory of our
countries.

The final battle between our British fleet and the Spanish fleet has ended
in triumph. We were victorious! The 'Invincible' Spanish fleet has been
crushed. This means that I have fulfilled my mission. I have accomplished
all that King Henry has asked.


-----------------------------------------------------------------------------
 4. Walkthrough ERNST VON BOHR
-----------------------------------------------------------------------------

 Age:23   Sail:11   Battle:1   Leadership: 78 Courage:   62
                               Seamanship: 92 Swordsman: 53
                               Knowledge:  86 Charm:     90
                               Intuition:  82
Celestial Navigation
Cartography

Dutch geographer. Hired by his cartographer friend Mercator, to explore
far-off lands and make a map of the entire world.

Ernst starts out in Amsterdam with $5000, a Caravela Latina and a first
mate Hans Starten (Sail:10 Battle:2 -Celestial Navigation) all given to him
by Mercator. He should refit his ship to minimum crew (all sailors) and no
guns to make the exploring voyage to the northwest for the "Saber-toothed
cat" (see Discoveries section, if it isn't here, start the game again till
it's there - randomly chosen). Be sure to have SOME lookout, otherwise you
won't be able to see the village. The "Great Auk" discovery may also be
available at the southern tip of Greenland. You can stop in Forel if
necessary. Bring the discoveries to Bordeaux and Professor Mordes and
look for an adventurers ship. Bring the maps to Mercator and when leaving
Amsterdam, the 14 year old girl Paula shows up and asks to board the ship.
Paula wants to find her homeland and tells her life story starting in
Seville and melts Hans' heart. They let her aboard and continue their
voyage.

Ernst is an adventurer and must increase Adventure fame to win the game. At
this point, his fame should be approx. 2000. The Governor/General of Holland
should be looking for him (for discoveries) and he can gain rank and play a
slower game if desired, or ignore the Governor and play the fastest game
(which is the best thing to do, because when turning discoveries to him
you won't get money or adventure fame - things you both need).

Nothing will happen to Ernst through his quest except the occasional comment
by Hans and Paula about their journeys. They should take several planned
excursions to map areas and discover items. Trips can be classified as:

(try to sail the 'dark' map parts, where you haven't been yet)
The North Atlantic - around the eastern coast of North America to Africa
and north to Europe.

The South Atlantic - down the coast of Africa then west to the tip of South
America (do the Amazon river) and north to Europe.

Asia - Over the top of Asia then down the coastline by Japan, India, the
middle east then the eastern coast of Africa and around to Europe.

Pacific - Over the top of North America then down the west coasts of North
and South America then "around the Horn" to Europe.

Australia - Around Africa then east along the southern polar regions to
Australia. Around Australia + Indonesia, then across the Pacific to the
horn and to Europe.

The Nile - This is optional, but is nice to gain fame.

Actually this is the easiest scenario, as you just can sail around with
a small ship for ages and you'll report your findings to Mercator and
Mordes every now and then.

When a certain percentage of the world is mapped, Mercator will
congratulate Ernst and finish the map. (although this is your quest, it
isn't necessary to finish the game). If you have done the '6-sails', you
could just go sailing to parts you haven't been (dark parts) to gain
fame and have Hans say his thing (see next paragraph).

During the final journeys, Hans will comment that Paula and Ernst should
get married. In the final scenario, Hans will say that he wishes to see
Zipangu, which has been hidden for the entire game. This is the clue to
proceed to Zeiton (or Hanoi) where they will be told that Zipangu is to
the northeast. Now Nagasaki and Sakia can be discovered. The shopkeepers
will confirm this, then Ernst will comment that Paula looks like the
people of this land. They question her and she remembers a "Yellow Sea"
in her homeland. They question shopkeepers in Zeiton and are told that a
yellow "river" exists to the north. Up this river, the city of Changan
can now be discovered. In the Noble building in this town Paula finds
her lost home and family.

Ernst invites Paula to continue to sail with him and she agrees as the game
ends.

If you read the ending scene, you'll notice that Ernst says he would like
to finish his task: making a complete world map. This is a bit dumb if
you already did it. And by the way, wasn't this your original draft of
sailing the oceans (and not Paula).

-----------------------------------------------------------------------------

1149 day voyage

I set sail to map the world at the request of Mercator. But I soon found
another quest, when I met a young girl at a port, named Paula. I was moved
by her plea for my help and decided to help find her homeland.

I'll swear to the ocean, that I never forgot the original purpose of my
journey. But it was hard to see her face, so hopeful before we reached a new
port, so disappointed afterwards. It seemed that her homeland had vanished
off the face of the earth! Where in the world could she be from .. ?

Zipangu that Hans had dreamed of turned out to be no golden country. But I
wasn't disappointed because we finally got a clue to Paula's homeland.

It was as if her homeland was long waiting for her return because it had a
wonderful gift for her; her family. I'm so happy to have helped her see her
lifelong wish come true.

It may be natural for a man and a woman who went through times of happiness
and hardships together to fall in love! "Would you like to go on a voyage
with me, again?", I asked. Her smile was all the answer I needed.


-----------------------------------------------------------------------------
 5. Walkthrough PIETRO CONTI
-----------------------------------------------------------------------------

 Age:33   Sail:4   Battle:1   Leadership: 84 Courage:   53
                              Seamanship: 80 Swordsman: 61
                              Knowledge:  75 Charm:     81
                              Intuition:  87
Celestial Navigation

Italian Adventurer. Roams the world in search of treasure and the unknown to
pay for the debt his father left him.

Most of the merchants in Genoa accost Pietro for money until he goes to the
harbor. The harbormaster (whom he also owes money) tells him that his friend
(Camillo) is at the pub.

In the pub, Comrade Camillo Stefano (Battle:2 Sail:3 -Celestial Navigation,
Bookkeeping) tells Pietro that Duchess Franco has agreed to pay their debts
to work for her. They are suspicions but under the circumstance have no
choice.

Camillo has a ship Pietro names the "Falcon" (Caravela Latina). You must go
to Lisbon where they meet with Christiana.

The Duchess asks them to bring discovery reports to her and she will reward
them. Pietro is suspicious and she admits that she also wants them to spy on
Joao and report his condition to her periodically. They agree and she gives
them $5000 and takes care of their debts. She also gives him a telescope and
sextant that used to belong to Leon Franco.

Remodel the capacity of the Caravela to minimum crew and max food then
take off for the "Saber-toothed Tiger" discovery. Camillo suggests that
they head for the Nile river for discoveries, but the faster method is the
Tiger. Safe first in Lisbon, the Tiger could not be in your game, then do
the Nile anyway. Then bring the discoveries to Butler Marco in Lisbon and
be rewarded. Use this to purchase a Sloop or LaReale. Bordeaux usually
has used Reales for sale. Don't forget to stock up on Balm (10) while in
Bordeaux.

Next, stock glass beads (Amsterdam) and sail for Timbuktu. Discover any
village along the way and trade the beads for Ivory. This will get you
some money to not be bothering about that anymore.

Return to Lisbon with the discoveries, then go to Amsterdam in Northern
Europe to sell the cargo and purchase cartographer's skills from Mercator.
Sign a contract with him to gain extra fame and money.

Sail for Africa again and search the villages you come round. When you've
attained 10,000+ adventure fame stop in any African port and go into the
pub. The barkeeper will tell Pietro of the "Gold Medallion" and El Dorado
then offers to sell a map to the medallion for $2000 gold. Buy the map.

Ignore the Governor-General of Italy if you wish to play the fast game.
The Governor will request discoveries, which will take Adventure fame
points in return for Italian Rank. Which is useless.

When you've done some more discovering, go back to Amsterdam, at
Mercators', save the game. Mercator can locate the map for you, but it'll
cost you 2 gold ingots. By saving the game you can write down the location
and restart to avoid paying the price.

Find the Medallion and discover villages along the way. Turn in the
discoveries and maps to gain fame. Pietro may need to take a trip around
Asia to gain more fame. During this trip, make money by trading at ports and
gain fame through maps and discoveries. After finding the medallion, Camillo
asks to see it when you're at the harbor. They admire the workmanship
and vow to try to find El Dorado.

Head back to Lisbon (turn in your new discoveries), Marco says the Duchess
is waiting for him. She introduces him to Joao who requests that he find the
Staff of Poseidon and bring it to Massawa. Joao explains what the Staff is
and why he needs it and Pietro accepts the challenge. At the dock, Camillo
asks how they will find the Staff and Pietro says that something will happen
on the way to Arabia.

At any port in the middle east, at the pub, the owner will tell them that
the Fortune Teller in a port in the back of the Mediterranean (Jaffa,
Alexandria) can tell them more about the Staff. Pietro can trade goods
for gold by stopping by the east African ports to make money.

In the Mediterranean, the Fortune Teller will tell them to return to a pub
in the middle east.

In the middle eastern port, the pub owner gives them a map (after a long
speech) which they can take to a Cartographer and again save the game
to find the coordinates of the treasure (if you don't recognize the
location on the map).

Pick up the staff and any discoveries along the way and bring it to Joao in
Massawa. He will be waiting in the pub. Pietro asks him for information
about El Dorado in return and Joao agrees then exits.

Go on gaining adventuring fame, and after reaching 40,000+ you will meet
Ali Vezas at the dock (in Lisbon, where you probably reach the 40,000)
and tells Pietro that Joao has asked him to find Pietro and tell him that
El Dorado may be in the "Golden Country" of Zipangu (Japan). Pietro decides
 to go there and see.

In Japan, you must sail to two ports, Nagasaki and Sakai. At the dock in the
second port, Ernst Von Bohr shows up and tells them that he has not heard of
El Dorado either, but that their best bet is in South America around the
Equator. In Cayenne, at the dock, an old man (Raul Franco - Leon's father)
walks in and falls on the floor. He tells them the story of Neo-Atlantis
and that he has been prisoner there for 10 to 15 years. Just before that he
had discovered the legendary city of gold "El Dorado". At El Dorado he had
taken a medallion and given it to some villagers. Pietro's medallion turns
out to be the same one! Raul promises to draw them a map to El Dorado and
they take Raul back to Lisbon to the Franco mansion to finish the game.

-----------------------------------------------------------------------------

903 day voyage

I knew there were many wealthy families in Lisbon, but I didn't think there
was such a generous one! Duchess Franco hired me and promised to pay off all
of my debts. What a chance! It was the deal of a lifetime!

This world is full of liars and con artists. I paid a fortune at a cafe to
get a map to El Dorado. I thought it would bring me fabulous riches, but all
I found was one gold medallion. Oh well, at least it paid for the cost of
the trip.

The Staff of Poseidon - now that was quite an adventure. I never thought
that I would save someone's life until then. When I found it, I was very
tempted to sell it to a Turkish lord. I knew it would be worth a lot.

One thing I've learned from my adventures is that life is full of
surprises. Take my trip to South America - In search of the land of gold,
I journeyed to the New World. The old man I saved was not only the long
lost Raul Franco but also the legendary sailor who discovered El Dorado!

Now that my contract with the Franco family is finally completed, I'm
thinking of heading out on a real adventure, going where *I* want to go.
It's a big world out there. I'm sure that there are still magnificent
treasures just waiting to be discovered by a guy like me!


-----------------------------------------------------------------------------
 6. Walkthrough ALI VEZAS
-----------------------------------------------------------------------------

 Age:19   Sail:1   Battle:1   Leadership: 80 Courage:   53
                              Seamanship: 86 Swordsman: 42
                              Knowledge:  84 Charm:     80
                              Intuition:  65
Accounting Skill
Negotiation Skill

Turkish merchant. Grew up as an orphan in poverty. A twist of fate brings
him a merchant ship and a chance to make his fortune.

A passerby tells Ali that his friend is looking for him. He goes the cafe
to see Ladia and the cafe owner tells him to forget Ladia and go see his
friend at the shipyard.

In the shipyard Friend Salim (Jahan - Age: 19 Sail:3 Battle:7 - Celestial
Navigation/Gunnery) tells him that his father's ship was found wreaked in
the harbor and that the shipbuilder needs $1000 to repair it. They talk the
shipbuilder into repairing the ship and waiting for his money while they
start their business. He agrees if they will now pay him $10,000. They
agree.

They go to the Harbormaster and the Banker and tell them their plan to go
into business and they each loan them $1000 in return for repayment of
$10,000. At the bank, Banker Radino gives them advice on where and how to
trade to riches and they withdraw Ali's savings ($1000). At the cafe, Ladia
also loans them $1000 for the 10 times repayment. The Innkeeper offers to
give them "some" money with no need to repay. They have a choice to take it
or not. If they choose 'yes', they receive $500 free; if they refuse, he
gives them a cat (a very expensive "$2000" gift). No other shopkeeper in
town will give them money and they cannot leave town until these things are
complete. They wind up with $4000 and owe $40,000.

Next, they have to go to the shipyard to get the ship and Ali names it the
"Savahni" meaning friends. Go back to the shipyard and 'Remodel' -'Load
Capacity' the ship to minimum crew and 0 guns for $240. Now go to the cafe
and recruit (10) sailors without treating and 'Assign' 100% of the crew to
Navigation. Go to the Merchant before 8pm and purchase 13 crates of carpet
at the lowest price by telling him NO to his first price. Stock up with all
the food and water they can get for the money they have left and take off
for Athens. Salim can 'Autosail' to Athens fastest.

Ali can trade Carpet from Istanbul with Art from Athens until he gets enough
money to buy another ship. He will probably need a small ship first, so check
Athens for a Light Galley. Don't forget to remodel it and add crew.

As soon as possible, $30,000 - $40,000, bring Ladia her $10,000. When this
happens, Ladia promises to find out information about Sapha (Ali's sister),
also Sultan Sulieman II the Magnificent will be looking for him when he
attempts to sail at the dock.

Save the game just before giving Ladia her money so it can be restarted to
try for an easy task for the Sultan. Sooner or later he will ask for Art or
Copper or Carpet, so it pays to have copper and carpet on board before
entering the palace. Art is easy to get in Athens. Next, pay the shipbuilder
and try to purchase a Xebec or Venetian Galleass. He will give Ali some
advice after being paid back.

Continue the trade route between Istanbul and Athens and pay back Radino
the banker. When you do, he will introduce Ali to Banker Howell - the
president of the Marco Polo bank. Last, pay off the Dock master. You must
have at least $20,000 when you enter the dock, because Pietro Conti will
show up and ask for a $10,000 loan also. He tells his story and that his
sponsor is Duchess Franco in Lisbon, then leaves.

This pays off all Ali's creditors. He must now increase his merchant fame
by allying ports for Turkey. The Sultan will ultimately ask for additional
favors (small lots of exotic goods or alliances with other ports). Sail
level:3 -Merchant fame: 2500 on June 27, 1522. He has 500 crates of carpet
on a Xebec and $40,000.

Just before Ali's second royal title, the Sultan says, "I wish to see you on
some particular business". The Sultan will explain Turkey's roll in the
world picture and request that Ali expands the Ottoman empire with alliances.
To do this, he gives Ali (50) gold ingots ($500,000) and a free Tax-Free
permit for the Ottoman.

When Ali makes alliances with (2) ports, the Sultan requests his presence.
The Sultan's requests are good ways to add to Ali's Merchant Fame.

December 28, 1522

Sail:7 Rank: Baron Merchant Fame: 13,142 Gold: 100 ingots +

Approximately the next trip to Istanbul, the dock master tells Ali that Ladia
has a new boyfriend. They go the cafe and Ladia introduces Joao Franco. He
says he has a piratess after him named Catalina. Ali volunteers to replace
his sail with Joao's to throw Catalina off if Joao will look for Sapha. He
agrees and they leave. Catalina accosts him outside the port, but lets him
go when she realizes that he is not Joao.

After several alliances, the dock master says that Ladia has something to
talk to him about. He goes to the cafe and Ladia says that Joao has left
word that Sapha is in Basra. Ali must go to Basra and talk to Sapha, but he
can't convince her to come to Istanbul with them and that he is her brother.
Salim falls head over heels for her and they leave and travel back to
Istanbul to tell Ladia.

Next, the dock master in Istanbul tells Ali that Radino the Banker is looking
for him. In the bank in Istanbul, he tells Ali that he has been transferred
to the head office and must go the Venice. He wishes Ali and crew to take
him there. They agree and at the bank in Venice, they meet Howell again.
Howell tells them that he has loaned Pietro Conti some money and he wants
Ali to get it back. Pietro also owes Ali some money so they agree to find
him and collect. They must go to Lisbon and talk to Duchess Franco to find
out where Pietro is. She gives them 60,000 - 80,000 gold for telling her
about Joao and then tells them that Pietro is in Zipangu (Sakia).

When they return to Venice, the bank will take 40 of the 210 ingots given to
them by Pietro. Keep allying ports at every opportunity.

They must now return to Istanbul and see the Sultan. He will give Ali (100)
ingots to continue his travels. He may also asks the Sultan for gold and
ships at each visit. See the Sultan a second time before leaving and he
will request another favor.

Ali may store some of the money he is making in several ways. He can buy
Venetian Galleasses, remodel them and MOOR them at Seville and Istanbul
with 800 lots of gold on board. He can also purchase the Rune Blade,
Crusader Sword, Crusader Armor, and Errol's Plate. Treasure in Timbuktu is
also a good investment such as the Crown of Majesty and the Ruby Scepter.

When Ali's Merchant Fame is 40,000+, the dock master in any port will tell
him that the Ottoman Empire is causing much hardship throughout it's domain
and he accuses Ali of helping this cause by the alliances he makes with
ports. Ali has a hard time believing this.

When this happens, they can return to Basra and visit Sapha again. This time
she calls him brother and agrees to return to Istanbul with them if Ali will
take Rustem the orphan with them. They return to Istanbul to tell Ladia and
they come up with the idea to start an orphanage. They need a house and
Ladia tells them of the house in Istanbul that Howell owns. They travel
to Venice to see Howell and he tells them that he wants a lot of ingots. This
may vary due to the amount of money Ali has by then. It is 500 ingots plus
the amount of cash you have. It would be smart to buy tons of gold, so
Howell doesn't know you actually have that money. It saves a lot of time
completing the game.

Now the money that Ali has saved to buy the house. By Sept 1522, he should
have 800+ ingots, or more than enough to meet Howells price. After paying
Howell, they must return to the cafe in Istanbul to end the game.

-----------------------------------------------------------------------------

870 day voyage

Salim and I fixed up the fated ship that washed ashore and decided to go into
trading business. We had no money to start with, but I persuaded the
townspeople with my promises of a tenfold return on their investment! An
expensive promise, but I was feeling lucky. I knew I was on to something big.

It turned out I had quite a knack for trading. But before I knew it, my gold
had multiplied. I repaid all my debts. Nothing could stop me now. I was
ready to make my fortune.

At the cafe in the port of Basra, I finally found my sister, Sapha. Even
though she couldn't accept me as her brother at first, I knew that someday
she would...

I'm a lucky guy. Just as I grew tired of business, of thinking about
profits day and night, I found a new cause to devote myself to - my
orphanage. The smile of these orphans when I give them a home shines a light
of hope to guide us through this crazy world. They've given my life new
meaning.

---------------------------------------END-----------------------------------

The seven seas were full of dangers - pirates, storms and other sea monsters.
Not every mate had the mettle to overcome the obstacles.
But you, with your courage, wit, and strength of heart, have bested even the
worst of foes. The tale of your voyage will be told for years to come.

-----------------------------------------------------------------------------
 7. Ports
-----------------------------------------------------------------------------

 Yeah, yeah, I already saw you thinking END? No there is a lot more here.
 And there are many more ways to complete the game with any character. I
 just wrote the shortest way. But the story lines are only just the
 beginning of the game, once you'll get the hang of it, you are bound
 to discover the complex gameplay with trading, pirating and the like.

 This section is for all the ports... nothing more actually:
  with help by Mathieu Gauthier (noted down all the ports),
  & Christopher Bzik (he added all the stuff down there).

 I've also added the co-ordinates of every port, so when you buy a sextant
 or a theodolite (Amsterdam or Mecca) you can sail to any port without
 searching (you do need a mate with celestial navigation though).

 Of course, names of cities will change after ages of existence (like
 Constantinopel changed to Istanbul, before the game starts). But after
 1522 (the beginning year of the game) some cities changed their names, so
 to find some cities more easy, I have put the 'real' name behind it.
 Some names are just the local names (like Gdansk), although the name
 used in the game is still the same name used now in English (Danzig).

 Legend
 C:Capital - P:Portugal - S:Spain - T:Turkey - E:England
 I:Italy - H:Holland  - N:Neutral  - SP:Supply port

 n: northern longitude - e: eastern latitude
 s: southern longitude - w: western latitude
________
 EUROPE

  NORTHERN EUROPE
 Narvik:SP - 73n 16e
 Bergen:H - 62n 4e
 Oslo:H - 62n 10e
 Lubeck:H - 56n 11e
 Danzig:H - 56n 18e (=Gdansk)
 Copenhagen:H - 57n 12e
 Riga:H - 59n 23e
 Stockholm:H - 62n 19e
 Hekla:SP - 60n 19w
 Dublin:E - 54n 6w
 Bristol:E - 52n 3w
 Amsterdam:CH - 55n 6e
 Antwerp:H - 53n 5e
 London:CE - 52n 0e
 Nantes:E - 48n 2w
 Bordeaux:E - 46n 1w
 Hamburg:H - 55n 9e

  IBERIA
 Lisbon:CP - 39n 10w
 Seville:CS - 37n 6w
 Barcelona:S - 41n 2e
 Valencia:S - 39n 0e

  MEDITERRANEAN
 Marseille:I - 43n 5e
 Genoa:CI - 44n 8e
 Pisa:I - 43n 9e
 Naples:I - 40n 13e
 Syracuse:I - 37n 10e
 Palma:S - 39n 2e
 Ragusa:I - 42n 17e (=Dubrovnik)
 Venice:I - 44n 13e
 Athens:N - 38n 23e
 Nicosia:T - 35n 33e
 Candia:I - 35n 25e
________
 AFRICA

  NORTH AFRICA
 Ceuta:P - 36n 5w
 Algiers:N - 37n 3e
 Tunis:N - 37n 10e
 Tripoli:N - 33n 13e

  WEST AFRICA
 Madeira:P - 33n 17w
 Santa Cruz:N - 28n 17w
 Argin:N - 20n 18w
 Bathurst:N - 14n 18w (=Banjul)
 Bissau:N - 13n 17w
 Timbuktu:N - 15n 4w
 Abidjan:N - 6n 5w
 San Jorge:P - 5n 2w (=Sekondi-Takoradi)
 Luanda:P - 8s 12e
 Cape Town:SP - 31s 17e

  EAST AFRICA
 Sofala:P - 17s 35e (=Nova Sofala)
 Quelimane:N - 15s 37e
 Mozambique:N - 13s 40e
 Tamatave:SP - 16s 49e (=Toamasina)
 Malindi:P - 3s 40e
 Mombasa:P - 4s 39e
 Mogadishu:N - 3n 45e
______
 ASIA

  OTTOMAN EMPIRE
 Alexandria:T - 31n 29e
 Jaffa:T - 32n 34e
 Beirut:T - 33n 35e
 Istanbul:CT - 41n 29e
 Belgrade:SP - 45n 19e
 Trebizond:T - 41n 39e (=Trabzon)
 Kaffa:T - 45n 34e
 Azov:T - 47n 38e (=Rostov)
 Salonika:T - 41n 22e (=Thessaloniki)

  MIDDLE EAST
 Aden:T - 13n 46e
 Massawa(Aksum):T - 15n 41e
 Mecca:T - 21n 39e
 Cairo:T - 29n 33e
 Muscat:T - 24n 59e
 Hormuz:T - 26n 56e (=Bandar-e Abbas)
 Shiraz:T - 26n 53e (=Bandar-e Lengeh)
 Quatar:T - 25n 53e (=Doha)
 Basra:T - 30n 48e

  INDIA
 Diu:P - 25n 66e (=Karachi)
 Cochin:N - 10n 75e
 Goa:P - 14n 73e
 Calicut:N - 12n 74e
 Ceylon:N - 8n 79e (=Colombo)

  SOUTHEAST ASIA
 Malacca:N - 4n 101e
 Pasei:N - 5n 96e (=Singkil)
 Bankao:N - 1n 105e
 Sunda:N - 3s 107e (=Jakarta)
 Dili:P - 5s 126e
 Banda:N - 3s 128e
 Amboa:N - 1s 125e
 Ternate:N - 2n 125e
 Mindanao:SP - 8n 126e (=Davao)
 Moresby:SP - 6s 145e (=Port Moresby)

  FAR EAST
 Hanoi:N - 21n 105e
 Macao:N - 23n 114e
 Zeiton:N - 26n 119e (=Fozhou)
 Changan:N - 35n 110e (=Xi'An)
 Nagasaki:N - 33n 129e
 Sakai:N - 35n 135e
 Ezo: SP - 42n 140e (=Hakodate)
 Lushun: SP - 39n 122e (=Luda)
 Guam:SP  - 14n 143e
 (Remember: When playing ERNST Changan, Nagasaki and Sakai may  not be
  available untill a certain point in the game, when playing JOAO the
  two Japanese ports will not be available untill a certain time.)

  RUSSIA (Northern Side)
 Dikson: SP - 81n 81e
 Tiksi: SP - 79n 129e
 Korf: SP - 61n 163e
___________
 AUSTRALIA

  AUSTRALIA, NEW ZEALAND & "The Tiny Isles"
 Leveque:SP - 10s 125e
 Geelong:SP - 34s 141e
 Wanagunui:SP - 36s 171e
 Suva:SP - 14s 176e
 Tahiti:SP - 12s 154w
_________
 AMERICA

  ARTIC REGIONS
 Nome:SP - 67n 166w
 Coppermine:SP - 72n 124w
 Churchill:SP - 56n 94w
 Forel:SP - 62n 40w
 Juneau:SP - 57n 138w
 Naalehu:SP - 19n 156w (=Honolulu)
 Cape Cod: SP - 37n 71w

  CENTRAL AMERICA
   Western Side
 Santa Barbara:SP - 26n 120w
 Guatemala:S - 10n 95w
 Panama:S - 5n 85w
   Eastern Side
 Veracruz:N - 15n 100w
 Havana:S - 19n 87w
 Santo Domingo:S - 13n 74w
 Santiago:S - 15n 81w (=Santiago de Cuba)
 Porto Velho:S - 6n 85w (=Colon)
 Cartegena:S - 6n 81w
 Maracaibo:S - 7n 77w
 Caracas:S - 7n 72w
 Margarita:S - 8n 69w
 Jamaica: S - 13n 81w

  SOUTH AMERICA
   Eastern Side
 Cayenne:N - 0s 56w
 Pernambuco:P - 11s 46w
 Rio de Janiero:P - 26s 50w
 Montevideo:SP - 37s 64w
   Western Side
 Valparaiso:SP - 35s 79w
 Mollendo:SP - 19s 78w
 Callao:SP - 11s 84w

 So, these were the co-ordinates so you can find each of them very easy.
 But there is more to tell about ports, like: "Is there a guild?" or
 "What is the port's speciality?". The answers are given here and only
 here by our, my expert Christopher Bzik. The ports are listed alpha-
 betically by the way.

 Notes that come with these ports:
 1. The trade specialty lists the item and a common price range. A line
 means there is no specialty in this port. An 'X' plus a product means
 you have to invest in the port first to get the product.

 When between brackets(Gold) is given, it means the port also sells Gold,
 because you can make good profit of this, I mentioned it.

 2. The shipyard is a graded section, and are graded as close to the start
 of the game as possible. Grades go like this:
  F - does not build ships
  D - builds small junky ships
  C - builds average ships and has a decent selection of used ships
  B - build respectable ships an has a good selection of used ships
      (can include Galleon)
  A - has everything B has, but had a Venetian Galeass as a used ship
  A+ - Can build a Venetian Galeass, and usually has a top rate selection.
  WP = "With Potential" - Ports that, if invested in, will produce great
       ships (Galleon, VG, Frigate and/or Barge, as well as Tekkousen)

 3. Buildings: Y's indicate that a building is present. Blanks mean no
 building.

 4. Under Cartographer, I have written Cart./C.Nav./Gun.
 That means one can learn those skills here. (Cartography/Celestial
 Navigation/Gunnery)

 5. A collector is someone who pays for Discoveries.

                         NORTHERN EUROPE, MEDITERENEAN

 Port Name |Trade       |Ship|Bank|Carto- |Coll-|For-|Church/|
           |Specialty   |yard|    |grapher|ector|tune|Mosque |
-----------------------------------------------------------------------------
 Amsterdam  Glass Beads  C     Y    Cart.              Y
             1-3
 Antwerp    Wool Cloth   C WP  Y    Cart.         Y    Y
             60-65
 Athens     Art          A+    Y                  Y    Y
             350-380
 Barcelona  Rock Salt    C     Y    Cart.              Y
             50-53
 Bergen     ---          D                        Y

 Bordeaux   Wine         C     Y            Y          Y
             35-40
 Bristol    X Tin Ore    D WP                          Y
             90-100
 Candia     ---          D                             Y

 Copenhagen Glassware    A     Y            Y     Y    Y
             215-225
 Danzig     ---          D     Y                  Y    Y

 Dublin     ---          D WP                     Y    Y

 Genoa      Silver       A+    Y                  Y    Y
             230-240
 Hamburg    Dye          A WP  Y    Gunn.              Y
             100-105
 Istanbul   Carpet       A+    Y                  Y    Y
             210-225
 Lisbon     Rock Salt    B     Y            Y          Y
             36-42
 London     Wool         C     Y                  Y    Y
             50-55
 Lubeck     X Silver     D     Y                       Y
             195-215
 Marseille  Perfume      D     Y                  Y    Y
             125-135
 Nantes     ---          C                        Y    Y

 Naples     Wool Cloth   A+    Y    C.Nav.             Y
             77-85
 Nicosia    X Copper Ore D
             100-110
 Oslo       Wood         D
             95-100
 Palma      ---          D          Cart.         Y

 Pisa       Silk Cloth   A+    Y            Y          Y
             190-200
 Ragusa     Dye          D                             Y
             101-112
 Riga       Wood         D                        Y    Y
             85-90
 Salonika   ---          D

 Seville    Porcelain    B     Y                  Y    Y
             105-115
 Stockholm  Copper Ore   C     Y                  Y    Y
             95-105
 Syracuse   ---          D                        Y    Y

 Valencia   Wool Cloth   D     Y                  Y    Y
             65-70
 Venice     Glassware    A+    Y    Cart.         Y    Y
             215-220


                         WEST, NORTH & EAST AFRICA

 Port Name |Trade       |Ship|Bank|Carto- |Coll-|For-|Church/|
           |Specialty   |yard|    |grapher|ector|tune|Mosque |
-----------------------------------------------------------------------------
 Abidjan    X Musk       F                        Y
             93-100
 Alexandria Cotton Cloth A+    Y            Y     Y
             29-32
 Algiers    ---          D                        Y

 Argin      ---          D     Y                       Y

 Bathurst   ---          F                        Y

 Bissau     ---          D                        Y

 Ceuta      ---          F

 Luanda     X Coral      F                        Y    Y
             135-150
 Madeira    Sugar        D                        Y
             13-15
 Malindi    Musk (Gold)  D                        Y
             81-89
 Mogadishu  X Ivory      F
             97-107
 Mombasa    (X Gold)     D     Y                  Y    Y

 Mozambique ---          D     Y                       Y

 Quelimane  X Tortoise   F                        Y
             50-60
 San Jorge  Ivory        D     Y                       Y
             116-123
 Santa Cruz ---          F                        Y

 Sofala     Ivory (Gold) D                        Y    Y
             103-110
 Timbuktu   Ivory        F                        Y
             72-77
 Tripoli    ---          D

 Tunis      X Iron Ore   D
             105-112

         OTTOMAN EMPIRE, MIDDLE EAST, INDIA, SOUTHEAST ASIA, FAR EAST

 Port Name |Trade       |Ship|Bank|Carto- |Coll-|For-|Church/|
           |Specialty   |yard|    |grapher|ector|tune|Mosque |
-----------------------------------------------------------------------------
 Aden       Amber         D    Y
             127-140
 Amboa      X Nutmeg      F                       Y
             5-6
 Azov       ---           D    Y                  Y

 Banda      Nutmeg        F                       Y
             3
 Bankao     ---           F                       Y

 Basra      Cheese        C                       Y    Y
             8-12
 Beirut     Carpet        D    Y                  Y    Y
             240-245
 Calicut    Nutmeg        C    Y                  Y    Y
             16-19
 Cairo      Art           C                       Y    Y
             225-235
 Ceylon     Cinnamon      D    Y                  Y    Y
             3-4
 Changan    Silk Cloth    F    Y                  Y
             20-25
 Cochin     ---           D    Y                  Y    Y

 Dili       X Clove       F
             4
 Diu        ---           F

 Goa        Ginger        B    Y                       Y
             8-12
 Hanoi      Coral         D
             80-90
 Hormuz     X Ginger      D                       Y    Y
             35-42
 Jaffa      ---           D                       Y

 Kaffa      X Iron Ore    D                       Y    Y
             98-108
 Macao      ---           B    Y                  Y    Y

 Malacca    Cinnamon      D                       Y
             3
 Massawa    X Pimento     F                       Y    Y
             33-38
 Mecca      Musk          F    Y                  Y    Y
             57-63
 Muscat     ---           D                       Y    Y

 Nagasaki   Silver        C WP
             40-50
 Pasei      ---           F

 Quatar     X Tortoise    D                            Y
             38-45
 Sakai      Silk Cloth    B WP Y
             16-21
 Shiraz     ---           F    Y                  Y    Y

 Sunda      ---           F                       Y

 Tebizond   Cotton Cloth  D                       Y    Y
             65-71
 Ternate    Clove         F                       Y
             3
 Zeiton     Silk          B    Y                  Y    Y
             26-31


                  SOUTH & CENTRAL AMERICA
 Port Name     |Trade       |Ship|Bank|Carto- |Coll-|For-|Church/|
               |Specialty   |yard|    |grapher|ector|tune|Mosque |
-----------------------------------------------------------------------------
 Caracas        Vanilla       F    Y
                 48-53
 Cartegena      ---           F                       Y    Y

 Cayenne        X Wood        F
                 68-78
 Guatemala      X Grain       F                       Y    Y
                 9-11
 Havanna        Vanilla       F    Y                  Y
                 37-43
 Jamaica        X Sugar       F    Y                  Y    Y
                 18-25
 Maracaibo      ---           F                       Y

 Margarita      ---           F                            Y

 Panama         ---           F    Y

 Pernambuco     X Dye         F    Y                       Y
                 40-45
 Porto Velho    ---           F                       Y

 Rio de Janeiro X Gold        F                       Y    Y
                 450-525
 Santiago       ---           F                       Y    Y

 Santo Domingo  X Sugar       F    Y                  Y    Y
                 18-25
 Veracruz       X Gold        F                            Y
                 470-525


-----------------------------------------------------------------------------
 8. Items
-----------------------------------------------------------------------------

 This section is dedicated to all the items that can be bought in Item Shops.
 When (*) this is given behind the name of the item, it has to be bought
 at 2:00am, 2:20am or 2:40am in every port. When the (*) is only given
 next to the name of a port, it only has te bought at night in that
 particular port.
 The items are sorted alphabetically and by category.
 When you want to know what is sold in a port, use CTRL+F and type the name
 of the port to find them.

 You capability of seizing items from an enemy's fleet seems to depend
 on the quality of your battle equipment. When you are equipped with
 D-class equipment you won't seize any items, but with A-class you WILL
 seize (an) item(s). I'm not sure if this depends totally on battle
 equipment, but at least it does partially. Further investigation needed.

 If you sell items at the Item Shop, you can get a higher price for the
 goods when you first say 'No' to they shopkeeper. The new price he'll offer
 is 41% higher. The higher your luck, the more often he will pay this price.
 With a luck of 100, it is guaranteed that he will offer the higher price.

 (Please keep in mind I have gone along every port myself and it took some
  hours to play... Wheew!!! Thanks Ed Wyn for make me doing this :)
 _________
 Accessory

 Aqua Tiara
 Definition:
 An intricately decorated tiara set with small but brilliant aquamarine
 stones.
 Price: $5000 Gold.
 Ports: Antwerp. Mombasa. Nagasaki.

 China Dress
 Definition:
 A beautiful, traditional Chinese dress, made of the finest Chinese silk.
 Price: $8000 Gold.
 Ports: Macao. Changan.

 Circlet
 Definition:
 A beautiful tiara highlighted by a large sapphire in its center.
 Price: $4000 Gold.
 Ports: Hamburg. Athens. Rio de Janeiro.

 Ermine Coat
 Definition:
 A luxurious coat made from the white winter fur of the rare ermine weasel.
 Price: $12,000 Gold.
 Ports: Goa. Mombasa (*).

 Peacock Fan
 Definition:
 A beautiful fan made of long and colorful peacock feathers.
 Price: $3000 Gold.
 Ports: Ceylon. Macao. Calicut.

 Platinum Comb
 Definition:
 A fancy comb made of platinum and decorated with rare gems.
 Price: $10,000 Gold
 Ports: Danzig. Argin.

 Royal Crown:
 Definition:
 One of the lost treasures of Atlantis. The crown is made of gold and
 adorned with many precious stones. Quite simply, a priceless work
 of art.
 Price: Can't be bought, is given to Joao Franco by Taphali.
 Ports: Massawa.

 Silk Scarf
 Definition:
 A colorful scarf made of fine silk.
 Price: $1000 Gold.
 Ports: Cairo. Mecca. Macao. Changan.

 Silk Shawl.
 Definition:
 A soft shawl made of the best silk from China.
 Price: $3000 Gold.
 Ports: Mombasa. Hanoi. Changan.

 Velvet Coat
 Definition:
 A velvet coat cut in the latest 16th century fashion.
 Price: $5000 Gold.
 Ports: Genoa. Trebizond.

 ______
 Armor

 Chain Mail
 Rate: Defense C
 Definition:
 An armor made of thousands of tiny interlinked steel rings. While it
 allows the wearer ease of movement, it doesn't offer the best protection.
 Price: $2000 Gold.
 Ports: Copenhagen. Nantes. Venice. Cairo. Caracas.

 Crusader Armor (*)
 Rate: Defense *
 Definition:
 Armor that the famous armorer, Montaguinus made-to-order for Affonso, the
 founding king of Portugal
 Price: $600,000 Gold.
 Ports: Naples.

 Errol's Plate(*)
 Rate: Defense *
 Definition: Half plate armor made by the famous Copenhagen armorer, Errol.
 It provides greater protection than plate mail armor.
 Price: $300,000 Gold.
 Ports: Copenhagen.

 Half Plate
 Rate: Defense B
 Definition:
 An armor with sheets of tough, thin steel plates that cover only the upper
 body. An improvement of plate armor, it's designed for more active naval
 combats.
 Price: $4000 Gold.
 Ports: Copenhagen. Alexandria.

 Leather Armor
 Rate: Defense D
 Definition:
 A relatively inexpensive armor made of leather that has been hardened with
 animal grease.
 Price: $1000 Gold.
 Ports: Hamburg. Danzig. Bristol. Barcelona. Naples. Istanbul. Tripoli.

 Plate Mail
 Rate: Defense A
 Definition:
 A step up from chain mail armor, this armor is formed by a combination of
 plate and mail. It offers better protection than Half Plate Armor.
 Price: $8000 Gold.
 Ports: Copenhagen. Pernambuco.

 ____________
 Curved Sword

 Japanese Sword
 Rate: Attack A
 Definition:
 A very sharp sword made in Japan. It's especially effective for lashing
 attacks.
 Price: $20,000 Gold.
 Ports: Nagasaki. Sakai.

 Magic Muramasa(*)
 Rate: Attack *
 Definition: A treasured sword made in the 15th century by a famous Japanese
 sword smith, Muramasa.
 Price: $380,000 Gold.
 Ports: Sakai.

 Saber
 Rate: Attack C
 Definition:
 A curved single-edged cavalry sword that is more effective for lashing than
 for thrusting.
 Price: $3000 Gold.
 Ports: Lubeck. Athens. Trebizond. Ceylon.

 Scimitar
 Rate: Attack B
 Definition:
 A curved saber with an outer cutting edge. A great weapon for attacking,
 it's mainly used by Arabs and Persians.
 Price: $8000 Gold.
 Ports: Cairo. Istanbul (*). Alexandria (*).

 Short Saber
 Rate: Attack D
 Definition:
 A light, slender sword used by cavalry. It's less effective in an attack
 than a Saber, but its low price makes it popular.
 Price: $1000 Gold.
 Ports: Seville. Beirut. Tripoli. Calicut.

 Siva's Sword(*)
 Rate: Attack *
 Definition:
 A legendary sword that's believed to confine the power of Siva, the Hindu
 god of destruction. A powerful lashing weapon.
 Price: $280,000 Gold.
 Ports: Calicut.

 ______________
 Emergency Item

 Balm
 Definition:
 A perfumed oil believed to calm storms.
 Price: $1000 Gold.
 Ports: Bordeaux. Barcelona. Beirut. Goa. Zeiton. Santo Domingo.

 Lime Juice
 Definition:
 A great remedy for scurvy, the disease of poor nutrition that often troubles
 a crew during long voyages.
 Price: $1000 Gold.
 Ports: Valencia. Syracuse. Athens. Algiers. Zeiton. Panama. Caracas.
 Cartegena. Santiago.

 Rat Poison
 Definition:
 A poison to get rid of rats on a ship. Those pesky animals will feast on
 your precious food if you don't have a way to get rid of them.
 Price: $500 Gold.
 Ports: Antwerp. Naples. Alexandria. Argin. Mozambique. Santa Domingo.
        Calicut.

 _____________
 Fencing Sword

 Crusader Sword (*)
 Rate: Attack *
 Definition:
 A special sword with razor-like sharpness made by the renowned swordsmith,
 Michelangelo.
 Price: $380,000 Gold.
 Ports: Timbuktu.

 Epee
 Rate: Attack D
 Definition:
 A light sword with a sharp-pointed blade but no cutting edge, used only for
 thrusting in dueling. It's not very effective when it comes to attacking.
 Price: $2000 Gold.
 Ports: Nantes. Marseille. Naples. Venice.

 Estock
 Rate: Attack B
 Definition:
 A sword developed to pierce the armor of a mounyed enemy. It has higher
 attack rate than a rapier.
 Price: $6000 Gold.
 Ports: Lubeck. Marseille (*).

 Flamberge (*) (thanks to Beerwolf and Markus Selander)
 Rate: Attack A
 Definition:
 A long decorative sword with wavy edges. Its offensive capability is
 superior to both the Rapier and the Estock.
 Price: It's given to Joao by his father. Or $ 14,000 Gold.
 Ports: Lisbon.(Joao) Lubeck. (normal)

 Rapier
 Rate: Attack C
 Definition:
 A light, slender, two-edged sword used only for thrusting. It came into use
 after guns made armor obsolete.
 Price: $3000 Gold.
 Ports: Bordeaux. Lisbon. Seville. Pisa.

 ___________
 Heavy Sword

 Blue Crescent(*)
 Rate: Attack *
 Definition:
 A unique Chinese sword with a wide crescent-shaped blade. It's quite good
 for attacking, especially striking.
 Price: $24,000 Gold.
 Ports: Zeiton. Changan.

 Broad Sword
 Rate: Attack B
 Definition:
 A sword with a wide, straight, single-edged blade. It's especially
 effective for striking.
 Price: $5000 Gold.
 Ports: Bristol. Dublin. Pisa.

 Claymore (*)
 Rate: Attack A
 Definition:
 A large two-handed sword from Scotland that may weigh up to 10 pounds.
 It's quite effective for striking.
 Price: $15,000 Gold.
 Ports: Bristol. Dublin.

 Cutlass
 Rate: Attack D
 Definition:
 A heavy, curved sword that historically has been used by sailors.
 Price: $1500 Gold.
 Ports: Genoa. Salonika. Algiers.

 Golden Dragon
 Rate: Attack A
 Definition:
 A unique Chinese sword with wide blade. It's quite effective for striking.
 Price: $18,000 Gold.
 Ports: Hanoi.

 _______________
 Hidden Treasure
  (remember, sometimes you do a favor for your king and you have to find
   him something, these are hidden treasures that can't be bought or sold,
   next to the price is the character I found the treasure with, mail me
   when others can do that to, or when you find new treasures - these
   items can't be found when they are not asked for! Plus, these treasures
   don't have standard places to show up, e.g. they are randomly placed on
   spots where normally a village exists, but not in your game)

 Dark Crystal
 Definition:
 A crystal ball with a blue shadow in the center, measured 6 inches in
 diameter. Though it seems to have been used for astrology, its true
 purpose is unknown.
 Price: Can't be bought, King Favor. (Joao)

 Gold Medaillon
 Definition:
 A golden medaillon that may prove the existence of the legendary land of
 gold, El Dorado. It has a distinctive gold relief, crafted by the
 skillful hands of Incan artists.
 Price: Can't be bought, Pietro Conti finds it along his story.

 Obsidian Lithograph
 Definition:
 A semi-translucent black lithographed slate inscribed with indecipherable
 ancient letters. Possibly, it was used for magic.
 Price: Can't be bought, King Favor. (Joao)

 Poseidon's Staff
 Definition:
 A staff representing the power of the lost continent of Atlantis.
 Price: Can't be bought, it is given to Joao by Pietro Conti.

 Statue with Eyes
 Definition:
 A mysterious looking statue with three eerie eyes made of ruby, sapphire and
 diamond
 Price: Can't be bought, King Favor (Ali).

 ____________________
 Measuring Instrument

 Quadrant
 Definition:
 A low precision instrument use for celestial navigation. It measures
 longitude and latitude.
 Price: $4000 Gold.
 Ports: Hamburg. Lisbon. Genoa. Ragusa. Istanbul.

 Sextant
 Definition:
 A high precision instrument used for celestial navigation. It measures
 longitude and latitude.
 Price: $8000 Gold.
 Ports: Amsterdam. Venice. Alexandria.

 Theodolite
 Definition:
 The most precise and reliable instrument used for celestial navigation. It
 measures longitude and latitude.
 Price: $12,000 Gold.
 Ports: Amsterdam. Mecca. Athens (*).

 ______________
 Straight Sword

 Basterd Sword (*)
 Rate: Attack A
 Definition:
 A sword with a grip about 7 inches long. Wielded with one or two hands,
 it's one of the most destructive and expensive swords in the world.
 Price: $14,000 Gold.
 Ports: Stockholm. Seville.

 Dagger
 Rate: Attack D
 Definition:
 A short shealted knife use for protection, wielding on 8 inch blade.
 Price: $500 Gold.
 Ports: Stockholm. Dublin. Barcelona. Ragusa. Azov. San Jorge. Pernambuco.
 Margarita.

 Long Sword
 Rate: Attack B
 Definition:
 A long sword measuring about inches in length. It was very popular among
 medieval knights.
 Price: $4000 Gold.
 Ports: Lubeck. Antwerp. Cartegena.

 Rune Blade (*)
 Rate: Attack *
 Definition:
 A sword with runes carved on the handle. Its destructive power is second
 to none.
 Price: $360,000 Gold.
 Ports: Pernambuco.

 Short Sword
 Rate: Attack D
 Definition:
 A short sword with a 32 inch blade. Light and versatile, it's often use in
 close fighting.
 Price: $1000 Gold.
 Ports: Stockholm. Bordeaux. Valencia. Syracuse. Goa.

 ________
 Treasury

 Candleholder
 Definition:
 An antique candleholder made brass.
 Price: $3000 Gold.
 Ports: Nantes. Marseille. Pisa.

 Crown of Glory
 Definition:
 A gold crown with delicate decorations.
 Price: $50,000 Gold.
 Ports: Timbuktu.

 Garnet Brooch
 Definition:
 A beautifully designed brooch set with beautiful garnets.
 Price: $20,000 Gold.
 Ports: Panama. Venice (*).

 Gold Bracelet
 Definition:
 A wide, heavy, solid gold bracelet set with diamonds.
 Price: $15,000 Gold.
 Ports: Timbuktu. Mozambique. Rio de Janeiro (*).

 Jade Jewelbox (*)
 Definition:
 A tiny box carved out of jade.
 Price: $20,000 Gold.
 Ports: Mozambique.

 Malachite Box
 Definition:
 A small box cut out of malachite stone.
 Price: $8000 Gold.
 Ports: Mombasa. Massawa.

 Mermaid Bangle
 Definition:
 A dazzling gold bracelet decorated with beautiful opals.
 Price: $10,000 Gold.
 Ports: Sakai. Jamaica. Macao (*).

 Ruby Ring (*)
 Definition:
 A ring set with a large ruby.
 Price: $22,000 Gold.
 Ports: San Jorge.

 Ruby Scepter
 Definition:
 A scepter with a huge ruby size of an egg at the top.
 Price: $50,000 Gold.
 Ports: Timbuktu.

 Sapphire Ring (*)
 Definition:
 A beautiful ring, set with a large sapphire.
 Price: $18,000 Gold.
 Ports: Margarita.

 _____________
 Voyager's Aid

 Cat
 Definition:
 Not only does a cat make a nice pet, but it'll keep your ship rat-free!
 Price: $2000 Gold.
 Ports: Mecca. Zeiton. Nagasaki. Sakai.

 Pocket Watch (*)
 Definition:
 A handy portable watch. With it, you'll always know the correct time.
 Price: $2000 Gold.
 Ports: Amsterdam.

 Tax Free Permit (E)(*)
 Definition:
 A permit issued by England. It gives one tax-exempt status when trading
 in ports allied with England.
 Price: $10,000 Gold.
 Ports: Danzig.

 Tax Free Permit (H)(*)
 Definition:
 A permit issued by Holland. It gives one tax-exempt status when trading
 in ports allied with Holland.
 Price: $10,000 Gold.
 Ports: Antwerp.

 Tax Free Permit (I)(*)
 Definition:
 A permit issued by Italy. It gives one tax-exempt status when trading
 in ports allied with Italy.
 Price: $10,000 Gold.
 Ports: Syracuse.

 Tax Free Permit (P)(*)
 Definition:
 A permit issued by Portugal. It gives one tax-exempt status when trading
 in ports allied with Portugal.
 Price: $10,000 Gold.
 Ports: Salonika.

 Tax Free Permit (S)(*)
 Definition:
 A permit issued by Spain. It gives one tax-exempt status when trading
 in ports allied with Spain.
 Price: $10,000 Gold.
 Ports: Azov.

 Tax Free Permit (T)(*)
 Definition:
 A permit issued by Turkey. It gives one tax-exempt status when trading
 in ports allied with Turkey.
 Price: $10,000 Gold.
 Ports: Tripoli.

 Telescope
 Definition:
 An optical instrument that will help you find distant objects and ports at
 sea.
 Price: $5000 Gold.
 Ports: Amsterdam. Lisbon. Seville. Istanbul. Tripoli. San Jorge.


-----------------------------------------------------------------------------
 9. Sailing
-----------------------------------------------------------------------------

 There are some things you might encounter while sailing:
 (Most of these could be prevented if you have a Goddess figurehead -
  except for the Ghost Ship and St. Elmo's Fire)

 Storms: West African coast, Japan, near Santo Domingo, and around Bay of
         Bengal (eastern India).
 Giant Tentacle: near India (Goa).
 St. Elmo's fire: near the southern tip of Africa.
 Ghost ship: near Santo Domingo and Narvik.
 Tornadoes: Central America (northeast of Veracruz).
 Heavy fog: The Channel and at the Northwest Passage (between Canada and
            Greenland).
 No wind area: at the eastern side of Magellan's Strait (near
               Falklands).
 Missing ship: Philippines.
 Firebirds: Nile or the Amazon river.
 Mermaids: Northern Baltich Sea and Banube River.
 Lost ship in fog: Northwest Madagascar.

 The maximum speed you can get is 20 knots. This can only be sailed when
 leadership and seamanship are at least 98 for all commodores.
 Even so, the speed of your ships is a variable depending on these
 two stats.

-----------------------------------------------------------------------------
 9.a Ships
-----------------------------------------------------------------------------

 What's under here is all about the ships that you can sail in the game.
 Actually, you're the most of the time on a ship. So, if you really want
 to have an advantage in trading (cargo), adventuring (long traveling) or
 pirateering (guns), you should carefully choose your ship, that's why I
 have used Christopher Bzik's, but especially Tom King's "knowledge" about
 this part of the game, just the same way as I used Christopher's at the
 ports section. Thank you again!

 Notes that come with the Ships:
 1. All of these numbers are usually the stats that you find when buying a
 used ship of that sort or when you capture a ship (so, not when you buy a
 new ship).

 2. Min/Max Crew is how many crew members there HAVE TO be on your ship and
 how many there CAN be on your ship.

 3. Guns are maximums. When you buy them used, these values are lower often.
 But this is changeable.

 4. Cargo is when you have no crew or guns at all and so have maximum space
 for your goods. This doesn't work, but you get the idea how big the ship is.

 5. For those who don't know what Tacking is. Tacking is related to the
 ship's maneuver ability. The higher the number the better the ship is able
 to turn. Ships which can equal or exceed the tacking ability lack either
 the fire power or the cargo capacity. All ships with greater fire power
 have less tacking ability.

 6. The Strength feature can't be exactly told because it differs to from
 what kind of material your ship is made. The differences are: Used, Teak,
 Ceder, Beech, Oak, Cupper and Steel. While Oak, Cupper and Steel can't be
 used on each ship, especially Steel which is only used to Tekkousens. So
 I have given the lowest Strength (Used) and the highest (Beech, Cupper or
 Steel) under this feature of the Ships.
 The letter right next to the number gives the best material of what this
 ship can be built (B=Beech, C=Cupper, S=Steel and U=Used).
 The Sloop can't be built in normal ports, you have to invest for it, although
 you CAN buy it as used ship.
 Strength is the same as Durability of the Ship.



 Ship Name        |Min/Max |Cargo   |Guns|Tac-|Power|Strength|
                  |Crew    |        |    |king|     |        |
-----------------------------------------------------------------------------
 Atakabune         20-200   310      40   95   95    45-60 B
 Balsa             5 -20    30       10   70   80    23-36 C
 Brigantine        15-60    120      20   90   70    30-48 C
 Buss              50-200   320      40   50   60    53-84 C
 Caravela Latina   10-40    80       20   90   75    23-36 C
 Caravela Redonda  10-40    80       20   70   90    23-36 C
 Carrack           30-160   470      50   60   80    38-60 C
 Dhow              5 -20    50       15   90   75    23-36 C
 Flemish Galleon   40-200   290      30   75   80    60-96 C
 Galleon           45-200   550      70   60   65    60-96 C
 Hansa Cog         5 -20    35       10   65   85    15-24 C
 Junk              25-100   395      40   80   70    60-96 C
 Kansen            10-60    175      20   100  100   23-30 B
 La Reale          30-250   260      40   95   100   45-72 C
 Light Galley      5 -30    90       10   100  85    30-48 C
 Nao               25-120   340      40   65   85    38-60 C
 Pinnace           5 -60    95       20   95   85    30-48 C
 Sloop             5 -60    195      40   95   85    42-42 U
 Talette           5 -20    55       15   70   95    15-24 C
 Venetian Galeass  60-400   580      50   70   70    68-100C
 Xebec             25-300   450      40   80   70    53-84 C

SPECIAL SHIPS (MUST BE INVESTED IN INDUSTRY TO BUY THESE)
 Barge             40-450   610      120  50   65    72-100 C
 Full Rigged Ship  45-500   750      150  50   65    72-100 C
 Frigate           20-300   400      70   60   85    64-96  C
 Sloop!            5 -60    195      40   95   85    42-60! C
 Tekkousen         45-300   660      100  80   85    76-100 S


 About the special ships: you must invest in the following ports, till the
 industry is 1000.
  Tekkousen: Nagasaki + Sakai (also the only ports with Steel)
  Full Rigged Ship: Antwerp + Hamburg
  Frigate: Antwerp + Hamburg + Bristol + Dublin
  Barge: Bristol + Dublin
  Upgraded Sloop: Bristol + Dublin

 Some Info about the Light Galley: (by JCD)
  It has been ignored by a lot of people, but for exploration, it's a great
  vessel. A small brother to the LaReale if you will. If you make it a 5
  crew 0 guns ship, and have your heart set on exploring only, it works
  great. Because it's a Sails and Oars ship, no wind is no problem. Also
  even inexperienced sailors can take it to pretty high speeds. Just get
  the balms stocked because it's easily sank by a storm.

-----------------------------------------------------------------------------
 11. People
-----------------------------------------------------------------------------

 Mates and waitresses.

-----------------------------------------------------------------------------
 10.a Mates
-----------------------------------------------------------------------------

 Of course, the mates in the game play a very important job in the game.
 Especially when playing a pirating game. I've listed all mates here
 to hire. Great help in this section goes out to LockeVanish, Dirtyferret,
 and Antonius Eko who 'collected' all the names of the mates, plus their
 nationalities and where they can be found.

 Before, this list was divided in vagabond and 'beat-hire' sailors, but then
 Antonius told me something very interesting:

 The mates are seperated in "Temporary Sailors" and "Permanent Sailors".
  Permanent Sailors means sailors who his names, skills, faces, etc. are
 fixed (such as Victor Russell, Raphael Selran, Luka Ullman, etc.). Notice
 that their faces differ greatly to their counterparts. Each time
 you beat a permanent sailor, he won't be perished and will appear as a
 vagabond sailors nearby, or back to service in the next month. Beat-Hire
 technique is only applicable for these Permanent Sailors.
  Temporary Sailors are the opposite, they're created every month each time
 the other temporary sailors "died in battle". Temporary sailors can be
 noticed by their "generic" faces. There are several common set of faces
 for British, Dutch, Spanish, Portuguese, Italian, and Turkish sailors (take
 some moment to distinguish these set of faces). Their names are also
 limited, picked up from the NAME.TBL file.
  But take a notice, at the beginning of the game, Temporary Sailors' names
 (ex. Xavier Navarro, Bernal Loyola, Walter Lawrence, Leonie Van Fuyk, etc.)
 were not picked up from the that file...let's call these built-in Temporary
 Sailors.
  If a Temporary Sailor is beaten, they'll just perished, assume that
 they're dead. They won't be found anywhere as vagabond sailors, nor
 returned to service. Their country will replace them with another random
 sailor by the next month. So, there's no way for players to recruit
 Temporary Sailors once they've gone out sailing. You must hire them in a
 pub or inn.
  These Temporary sailors could well be vagabond sailors (in a pub/inn).
  "Permanent - Vagabond Sailors" are vagabond sailors who at the beginning
 of the game were unemployed (ex. Gus Johnson, Benito Gomez, Antoine Fitch,
 Fritz Ramsey, etc). Their faces, stats, and skills are fixed. Also notice,
 that they have quite different faces.
  I observed that I could never kill Permanent Sailors, no matter how many
 times I sank them. The would appear as a vagabond sailors nearby, then
 employed again some times after. On the contrary, I could never able to
 recruit Random Sailors, because they would just perished after their
 defeat and to be replaced by another Random Sailors.

 Got it? No? Well, let's see what we have now.
 "Permanent - Vagabond" found in inn/pub at start of game (sailing later).
 "Permanent - Active" is sailing, can be beat-hired
 "Temporary - Active" is sailing, can not be hired, only be killed
 "Temporary - Vagabond" can be found in inn/pub or sailing (sporadic)

 Next to these set-sailors, there are some sailors that appear with
 a random first and last name (taken from name.dat) and with various stats.
 You can hire these sailors when they are in the pub or inn, but I won't
 list them here, since their names are taken randomly.
 (Stephen Goethel, Sadam Baba and Raymond Burke are examples)
 You don't have to send in new mates, as I have them all right now, any
 new ones you find are probably total random sailors, for which I have
 no purpose in placing them here.

 To hire the mates when they are sailing, beat them and go to the nearest
 port's pub or inn to hire them. You might not be able to hire the better
 ones untill you are better yourself. Keep in mind that some mates are
 almost always on the high waves and you'll need to look for them a long
 time (Leis and ad-Din, but they will search for you too).

 Some info by Tom King & The Mad Hatter on this option (called beat-hire):
  -From what I remember having read it still requires you to be high
  enough in stats to hire him. It may take several times defeating him
  before you can hire him. I'd go ahead and check all the ports in the
  region to try to locate him.
  -It works, but for some reason they can be elusive for awhile. They
  often get a new fleet right after the get beat down, and almost always
  get one when their country has a strong economy and/or a new month
  begins. They key as far I as I know is to find them before the end of
  the month, so do your precision killing early in the month so to
  allow the maximum amount of searching time. And I don't think they
  necessarily end up in a port near the region in which you stomp them,
  so keep looking around. Perhaps in the area near their home port
  (eg. London for Colin Lowe), particularly northern Europe. Sort of a
  hit or miss process. [Maybe you should save and check all 'rich'
  ports in Europe and Southern America]

 Permanent sailors do not always command the same type of fleet, they
 can -for example- be a Battle Fleet commander in January, but just as
 well a Merchant Fleet commander in July. Most of the times however,
 they seem to fit their skills.

 The navigation level improves while sailing, every time this level
 increases, other stats are randomly increased as well (it seems).

 Legend For Stats:
  LD = Leadership      CelNav= Celestial Navigation
  SM = Seamanship      Acc.  = Accounting
  KN = Knowledge       Neg.  = Negotiating
  IN = Intuition       Gunn. = Gunnery
  CO = Courage         Cart. = Cartography
  SP = Swordplay
  CH = Charisme
  LK = Luck

 The list is sorted by alphabet on first name of the mate.
 Note that the city may not be correct, as it fluctuates, but the area
 (ex: Ottoman Empire, Northern Europe) is correct... almost always

***********************
 PERMANENT - VAGABONDS:
 [So, these can be found at inns or pubs, or the beat-hire technique can
  be used when they are sailing, their stats will always stay the same]

 Afmet Glanie:
	Loyal to Turkey; Chief Navigator
	Found in the inn in Alexandria, Ottoman Empire
	(Easy to Hire)

	Starting Stats:
	 LD 82   None.
	 SM 79   Nav Level: 1
	 KN 53   Bat Level: 1
	 IN 78
	 CO 83
	 SP 58
	 CH 66
       LK 88

 Aloiji Jovanni:
	Loyal to Italy; First Mate
	Found in the cafe in Seville, Iberia
	(Some navigation skills required)

	Starting Stats:
	 LD 61   CelNav + Neg.
	 SM 85   Nav Level: 14
	 KN 89   Bat Level: 9
	 IN 60
	 CO 70
	 SP 86
	 CH 76
       LK 61

 Antoine Fitch:
	Loyal to England; First Mate, Bookkeeper
	Found in the cafe in London, Northern Europe
	(Easy to Hire)

	Starting Stats:
	 LD 85   CelNav + Acc
	 SM 76   Nav Level: 2
	 KN 51   Bat Level: 1
	 IN 63
	 CO 73
	 SP 74
	 CH 84
       LK 63
   *Fast learner.

 Benito Gomez:
	Loyal to Spain; First Mate, Bookkeeper
	Found in the cafe in Alexandria, Ottoman Empire
	(Good Navigation skills required)

	Starting Stats:
	 LD 83   CelNav + Cart. + Acc.
	 SM 70   Nav Level: 14
	 KN 80   Bat Level: 12
	 IN 71
	 CO 65
	 SP 88
	 CH 83
       LK 77
   *Slow learner.

 Bernardo Sanchez:
	Loyal to Spain; First Mate
	Found in the cafe in Seville, Iberia
	(Some navigation skills required)

	Starting Stats:
	 LD 73   CelNav + Neg.
	 SM 75   Nav Level: 11
	 KN 69   Bat Level: 7
	 IN 78
	 CO 64
	 SP 54
	 CH 76
       LK 79

 Dante Paleira:
	Loyal to Portugal; First Mate
	Found in the cafe in Naples, The Mediterranean
	(Easy to Hire)

	Starting Stats:
	 LD 67   CelNav
	 SM 79   Nav Level: 1
	 KN 68   Bat Level: 1
	 IN 61
	 CO 76
	 SP 66
	 CH 65
       LK 61

 Fernan Pinto:
	Loyal to Portugal; First Mate
	Found in the cafe in Venice, The Mediterranean
	(Some navigation skills required)

	Starting Stats:
	 LD 78   CelNav + Cart.
	 SM 73   Nav Level: 12
	 KN 77   Bat Level: 7
	 IN 83
	 CO 88
	 SP 69
	 CH 66
       LK 42

 Fritz Ramsey:
	Loyal to Italy; Chief Navigator
	Found in the cafe in Pisa, The Mediterranean
	(Easy to Hire)

	Starting Stats:
	 LD 85   None.
	 SM 71   Nav Level: 2
	 KN 80   Bat Level: 2
	 IN 75
	 CO 80
	 SP 77
	 CH 76
       LK 85

 Georg Scholl:
	Loyal to Holland; First Mate
	Found in the inn in Goa, India
	(Easy to Hire)

	Starting Stats:
	 LD 57   CelNav
	 SM 71   Nav Level: 3
	 KN 58   Bat Level: 4
	 IN 78
	 CO 67
	 SP 83
	 CH 71
       LK 76

 George Eggel:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Hamburg, Northern Europe
	(Easy to Hire)

	Starting Stats:
	 LD 69   Gunn.
	 SM 87   Nav Level: 1
	 KN 73   Bat Level: 1
	 IN 59
	 CO 81
	 SP 72
	 CH 76
       LK 72

 Gus Johnson:
	Loyal to England; First Mate
	Found in the cafe in Athens, The Mediterranean
	(Easy to Hire)

	Starting Stats:
	 LD 62   CelNav + Gunn.
	 SM 66   Nav Level: 2
	 KN 76   Bat Level: 3
	 IN 84
	 CO 89
	 SP 67
	 CH 72
       LK 54

 Hamid Lal:
        Loyal to Pircay
        Found (?)
        Hire (?)

	Starting Stats:
	 LD 72   CelNav + Gunn.
	 SM 66   Nav Level: 9
	 KN 71   Bat Level: 15
	 IN 81
	 CO 52
	 SP 76
	 CH 89
       LK ??

 Jacob Walweik:
	Loyal to Holland; Bookkeeper
	Found in the cafe in Bordeaux, Northern Europe
	(Easy to Hire)

	Starting Stats:
	 LD 64   Acc.
	 SM 52   Nav Level: 5
	 KN 82   Bat Level: 3
	 IN 53
	 CO 88
	 SP 77
	 CH 67
       LK 51
  *Jacob is the only sailor that I know of that can switch between
  piracy and sailing for his country (Holland). Every time you sink
  him, he can switch between these.

 Lawrence Edwards:
	Loyal to England; Chief Navigator
	Found in the inn in London, Northern Europe
	(Some navigation skills required)

	Starting Stats:
	 LD 51   Gunn. + Neg.
	 SM 88   Nav Level: 7
	 KN 84   Bat Level: 9
	 IN 66
	 CO 62
	 SP 52
	 CH 79
       LK 60

 Luka Ullman:
	Loyal to Spain; Chief Navigator
	Found in the inn in Barcelona, Iberia
	(Easy to Hire)

	Starting Stats:
	 LD 87   None.
	 SM 87   Nav Level: 1
	 KN 52   Bat Level: 2
	 IN 74
	 CO 82
	 SP 85
	 CH 72
       LK 65

 Miguel Solis:
	Loyal to Portugal; First Mate
	Found in the inn in Lisbon, Iberia
	(Some navigation skills required)

	Starting Stats:
	 LD 84   CelNav + Neg. + Gunn.
	 SM 73   Nav Level: 7
	 KN 77   Bat Level: 6
	 IN 84
	 CO 84
	 SP 54
	 CH 86
       LK 64

 Nicolo Montagna:
	Loyal to Italy; First Mate
	Found in the cafe in Genoa, The Mediterranean
	(Easy to Hire)

	Starting Stats:
	 LD 79   CelNav
	 SM 79   Nav Level: 8
	 KN 65   Bat Level: 5
	 IN 70
	 CO 74
	 SP 73
	 CH 78
       LK 56

 Patrick Toman:
	Loyal to Holland; First Mate
	Found in the cafe in Amsterdam, Northern Europe
	(Some navigation skills required)

	Starting Stats:
	 LD 82   CelNav + Cart.
	 SM 57   Nav Level: 7
	 KN 52   Bat Level: 9
	 IN 51
	 CO 57
	 SP 86
	 CH 84
       LK 50

 Pilly Reis:
	Loyal to Turkey; First Mate, Bookkeeper
	Found in the inn in Istanbul, Ottoman Empire
	(Nearly impossible - 50+ navigation points needed)

	Starting Stats:
	 LD 80   All.
	 SM 100  Nav Level: 60
	 KN 100  Bat Level: 50
	 IN 100
	 CO 68
	 SP 52
	 CH 74
       LK 100

 Robert Donahue:
	Loyal to Piracy; First Mate
	Found in the cafe in Sofala, East Africa
	(Some navigation skills required)

	Starting Stats:
	 LD 69   CelNav + Gunn.
	 SM 67   Nav Level: 9
	 KN 62   Bat Level: 12
	 IN 62
	 CO 73
	 SP 89
	 CH 82
       LK 86

 Zaganos Bei:
	Loyal to Turkey; Bookkeeper
	Found in the inn in Cairo, Middle East
	(Easy to Hire)

	Starting Stats:
	 LD 51   Neg.+ Acc.
	 SM 58   Nav Level: 2
	 KN 87   Bat Level: 1
	 IN 82
	 CO 61
	 SP 88
	 CH 61
       LK 73

TOTAL PERMANENT - VAGABONDS (21)


******************
TEMPORARY - VAGABONDS
[You can only hire them when they're not sailing, once they are
 beaten they disappear, so don't beat them if you want to hire 'em]

 Al Fasi:
	Loyal to Turkey; Bookkeeper
	Found in the inn in Azov, Ottoman Empire
	(Easy to Hire)

	Starting Stats:
	 LD 73   Accounting
	 SM 67   Nav Level: 2
	 KN 89   Bat Level: 3
	 IN 81
	 CO 63
	 SP 86
	 CH 89
       LK 74

 Alonzo Oreida:
	Loyal to Spain; Chief Navigator
	Found in the inn in Lisbon, Iberia
	(Easy to Hire)

	Starting Stats:
	 LD 59   None.
	 SM 65   Nav Level: 1
	 KN 80   Bat Level: 1
	 IN 71
	 CO 68
	 SP 53
	 CH 64
       LK 77

 Ambroise Enger:
	Loyal to Holland; Chief Navigator
	Found in the cafe in Ceylon, India
	(Easy to Hire)

	Starting Stats:
	 LD 81   None.
	 SM 77   Nav Level: 1
	 KN 77   Bat Level: 2
	 IN 55
	 CO 78
	 SP 84
	 CH 59
       LK 54

 Amerigo Bassio:
	Loyal to Italy; Chief Navigator
	Found in the inn in Kaffa, Ottoman Empire
	(Some navigation skills required)

	Starting Stats:
	 LD 83   Gunn.
	 SM 74   Nav Level: 7
	 KN 76   Bat Level: 8
	 IN 60
	 CO 77
	 SP 64
	 CH 83
       LK 72

 Anthony Morgan:
	Loyal to England; Chief Navigator
	Found in the cafe in Bristol, Northern Europe
	(Easy to Hire)

	Starting Stats:
	 LD 66   None.
	 SM 87   Nav Level: 2
	 KN 67   Bat Level: 1
	 IN 68
	 CO 65
	 SP 53
	 CH 78
       LK 41

 Antonio Pintado:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Santo Domingo, Central America
	(Easy to Hire)

	Starting Stats:
	 LD 70   None.
	 SM 44   Nav Level: 1
	 KN 65   Bat Level: 1
	 IN 87
	 CO 82
	 SP 75
	 CH 46
       LK 67

 Carmine Ragussa:
	Loyal to Italy; Chief Navigator
	Found in the cafe in Algiers, Northern Africa
	(Easy to Hire)

	Starting Stats:
	 LD 54   None.
	 SM 68   Nav Level: 5
	 KN 71   Bat Level: 5
	 IN 79
	 CO 67
	 SP 79
	 CH 58
       LK 0 !!

 Cisco Alvarez:
	Loyal to Portugal; Chief Navigator
	Found in the cafe in Pernambuco, South America
	(Easy to Hire)

	Starting Stats:
	 LD 51   Gunn.
	 SM 74   Nav Level: 5
	 KN 67   Bat Level: 5
	 IN 54
	 CO 57
	 SP 64
	 CH 74
       LK 68

 Cizzaro Fedeliti:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Marseille, The Mediterranean
	(Easy to Hire)

	Starting Stats:
	 LD 85   Gunn.
	 SM 62   Nav Level: 1
	 KN 68   Bat Level: 2
	 IN 80
	 CO 74
	 SP 70
	 CH 59
       LK 81

 Diego Fagundes:
	Loyal to Portugal; Chief Navigator
	Found in the cafe in Valencia, Iberia
	(Easy to Hire)

	Starting Stats:
	 LD 53   None.
	 SM 83   Nav Level: 6
	 KN 64   Bat Level: 6
	 IN 65
	 CO 76
	 SP 81
	 CH 88
       LK 83


 Henry Mancine:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Mombasa, East Africa
	(Easy to Hire)

	Starting Stats:
	 LD 60   Gunn.
	 SM 72   Nav Level: 2
	 KN 58   Bat Level: 3
	 IN 61
	 CO 78
	 SP 70
	 CH 43
       LK 11

 Ivan Soledad:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Veracruz, Central America
	(Easy to Hire)

	Starting Stats:
	 LD 54   Gunn.
	 SM 75   Nav Level: 1
	 KN 43   Bat Level: 3
	 IN 54
	 CO 78
	 SP 84
	 CH 75
       LK 29

 Jack Diffson:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Nagasaki, Far East
	(Easy to Hire)

	Starting Stats:
	 LD 71   CelNav + Gunn.
	 SM 71   Nav Level: 5
	 KN 54   Bat Level: 8
	 IN 58
	 CO 62
	 SP 79
	 CH 41
       LK 88

 Klaus Shouten:
	Loyal to Holland; Chief Navigator
	Found in the inn in Amsterdam, Northern Europe
	(Easy to Hire)

	Starting Stats:
	 LD 75   None.
	 SM 61   Nav Level: 5
	 KN 76   Bat Level: 6
	 IN 80
	 CO 53
	 SP 62
	 CH 88
       LK 56

 Louis Fareiro:
	Loyal to Portugal; First Mate
	Found in the cafe in Stockholm, Northern Europe
	(Easy to Hire)

	Starting Stats:
	 LD 58   CelNav
	 SM 55   Nav Level: 1
	 KN 62   Bat Level: 1
	 IN 64
	 CO 58
	 SP 53
	 CH 63
       LK 5

 Manuel Melgoza:
	Loyal to Portugal; Chief Navigator
	Found in the cafe in Calicut, India
	(Easy to Hire)

	Starting Stats:
	 LD 65   None.
	 SM 83   Nav Level: 2
	 KN 67   Bat Level: 2
	 IN 79
	 CO 60
	 SP 78
	 CH 71
       LK 15

 Omar Kashani:
	Loyal to Spain; First Mate
	Found in the cafe in Caracas, Central America
	(Some navigation skills required)

	Starting Stats:
	 LD 64   CelNav + Gunn.
	 SM 78   Nav Level: 6
	 KN 81   Bat Level: 5
	 IN 84
	 CO 59
	 SP 61
	 CH 86
       LK 10

 Richard Huxley:
	Loyal to Piracy; Chief Navigator
	Found in the cafe in Jamaica, Central America
	(Easy to Hire)

	Starting Stats:
	 LD 51   Gunn.
	 SM 69   Nav Level: 1
	 KN 48   Bat Level: 2
	 IN 83
	 CO 87
	 SP 67
	 CH 50
       LK 75

 Roberto Almanzan:
	Loyal to Portugal; Chief Navigator
	Found in the cafe in Genoa, The Mediterranean
	(Easy to Hire)

	Starting Stats:
	 LD 75   None.
	 SM 52   Nav Level: 2
	 KN 75   Bat Level: 1
	 IN 56
	 CO 69
	 SP 79
	 CH 54
       LK 88

 Sabino Balboa:
	Loyal to Spain; First Mate
	Found in the cafe in Mecca, Middle East
	(Easy to Hire)

	Starting Stats:
	 LD 87   CelNav + Neg.+ Gunn.
	 SM 77   Nav Level: 13
	 KN 60   Bat Level: 8
	 IN 62
	 CO 85
	 SP 87
	 CH 71
       LK 43

TOTAL RANDOM - VAGABONd (20)
TOTAL VAGABOND (21 + 20 = 41)


********************

Information for *active* sailors, gathered at start of game, 1522:
(where *active* sailors is the same as non-vagabond) These
are permanent and temporary!

***************************
PERMANENT - ACTIVE SAILORS:
[Use Beat-Hire technique]

NAME:	Andrea Glimani		AGE: 21
FLEET:	Battle		LOYAL TO ITALY
SKILLS:
	Navigation Level: 9	Leadership:	89
	Battle Level:     10	Seamanship:	66
	-Celestial Navigation	Knowledge:	74
	-Cartography		Intuition:	57
	+Gunnery			Courage:	89
	-Accounting			Swordsmanship:	78
	-Negotiation		Charm:		78

NAME:	Colin Lowe			AGE: 18
FLEET:	Merchant		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 17	Leadership:	89
	Battle Level:     13	Seamanship:	85
	+Celestial Navigation	Knowledge:	70
	+Cartography		Intuition:	88
	-Gunnery			Courage:	72
	+Accounting			Swordsmanship:	67
	-Negotiation		Charm:		83

NAME:	Esteban Ortega		AGE: 23
FLEET:	Merchant		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 14	Leadership:	73
	Battle Level:     15	Seamanship:	54
	+Celestial Navigation	Knowledge:	78
	-Cartography		Intuition:	82
	+Gunnery			Courage:	78
	+Accounting			Swordsmanship:	55
	+Negotiation		Charm:		87

NAME:	Garcia Alvarão		AGE: 28
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 14	Leadership:	77
	Battle Level:     16	Seamanship:	75
	+Celestial Navigation	Knowledge:	89
	+Cartography		Intuition:	78
	+Gunnery			Courage:	55
	-Accounting			Swordsmanship:	85
	-Negotiation		Charm:		52

NAME:	Giovanni Aldente		AGE: 21
FLEET:	Merchant		LOYAL TO ITALY
SKILLS:
	Navigation Level: 15	Leadership:	50
	Battle Level:     16	Seamanship:	64
	+Celestial Navigation	Knowledge:	81
	+Cartography		Intuition:	71
	+Gunnery			Courage:	86
	-Accounting			Swordsmanship:	51
	+Negotiation		Charm:		64

NAME:	Guido Benzo			AGE: 28
FLEET:	Merchant		LOYAL TO ITALY
SKILLS:
	Navigation Level: 16	Leadership:	75
	Battle Level:     17	Seamanship:	50
	+Celestial Navigation	Knowledge:	64
	+Cartography		Intuition:	65
	+Gunnery			Courage:	61
	-Accounting			Swordsmanship:	75
	+Negotiation		Charm:		72

NAME:	Hernan Chavez		AGE: 29
FLEET:	Battle		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 16	Leadership:	88
	Battle Level:     16	Seamanship:	63
	+Celestial Navigation	Knowledge:	75
	-Cartography		Intuition:	83
	+Gunnery			Courage:	71
	-Accounting			Swordsmanship:	65
	-Negotiation		Charm:		89

NAME:	Hugo Montoya		AGE: 29
FLEET:	Battle		LOYAL TO SPANISH
SKILLS:
	Navigation Level: 16	Leadership:	65
	Battle Level:     17	Seamanship:	72
	+Celestial Navigation	Knowledge:	54
	-Cartography		Intuition:	71
	+Gunnery			Courage:	53
	-Accounting			Swordsmanship:	63
	-Negotiation		Charm:		55

NAME:	Hugo Oljack		AGE: 31
FLEET:	Merchant		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 13	Leadership:	64
	Battle Level:     15	Seamanship:	82
	+Celestial Navigation	Knowledge:	85
	+Cartography		Intuition:	73
	-Gunnery			Courage:	62
	+Accounting			Swordsmanship:	56
	+Negotiation		Charm:		54

NAME:	Idin Leis			AGE: 32
FLEET:	Battle		LOYAL TO PIRACY (HOLLAND)
SKILLS:
	Navigation Level: 16	Leadership:	78
	Battle Level:     30	Seamanship:	66
	-Celestial Navigation	Knowledge:	86
	-Cartography		Intuition:	70
	+Gunnery			Courage:	74
	-Accounting			Swordsmanship:	85
	-Negotiation		Charm:		68

NAME:	Jacques Broom		AGE: 26
FLEET:	Battle		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 13	Leadership:	78
	Battle Level:     15	Seamanship:	69
	+Celestial Navigation	Knowledge:	50
	+Cartography		Intuition:	69
	+Gunnery			Courage:	51
	-Accounting			Swordsmanship:	56
	-Negotiation		Charm:		60

NAME:	Joseph Eastman		AGE: 35
FLEET:	Merchant		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 14	Leadership:	50
	Battle Level:     15	Seamanship:	51
	+Celestial Navigation	Knowledge:	81
	+Cartography		Intuition:	73
	-Gunnery			Courage:	73
	+Accounting			Swordsmanship:	54
	+Negotiation		Charm:		81

NAME:	Juan Santana		AGE: 29
FLEET:	Merchant		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 13	Leadership:	62
	Battle Level:     16	Seamanship:	65
	+Celestial Navigation	Knowledge:	83
	-Cartography		Intuition:	60
	+Gunnery			Courage:	62
	+Accounting			Swordsmanship:	59
	+Negotiation		Charm:		78

NAME:	Julian Felmer		AGE: 21
FLEET:	Battle		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 12	Leadership:	68
	Battle Level:     8	Seamanship:	83
	+Celestial Navigation	Knowledge:	61
	-Cartography		Intuition:	52
	-Gunnery			Courage:	56
	-Accounting			Swordsmanship:	62
	-Negotiation		Charm:		85

NAME:	Khayr ad-Din		AGE: 36
FLEET:	Battle		LOYAL TO PIRACY (ITALY)
SKILLS:
	Navigation Level: 18	Leadership:	93
	Battle Level:     32	Seamanship:	76
	+Celestial Navigation	Knowledge:	70
	+Cartography		Intuition:	79
	+Gunnery			Courage:	89
	-Accounting			Swordsmanship:	93
	-Negotiation		Charm:		41

NAME:	Louis Costa			AGE: 32
FLEETT:	Merchant		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 17	Leadership:	80
	Battle Level:     17	Seamanship:	51
	+Celestial Navigation	Knowledge:	86
	-Cartography		Intuition:	89
	+Gunnery			Courage:	52
	+Accounting			Swordsmanship:	89
	-Negotiation		Charm:		59

NAME:	Marwan Hazan		AGE: 17
FLEET:	Merchant		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 14	Leadership:	76
	Battle Level:     17	Seamanship:	70
	+Celestial Navigation	Knowledge:	59
	-Cartography		Intuition:	60
	-Gunnery			Courage:	73
	+Accounting			Swordsmanship:	89
	+Negotiation		Charm:		88

NAME:	Mohammed Syarook		AGE: 28
FLEET:	Battle		LOYAL TO PIRACY (PORTUGAL)
SKILLS:
	Navigation Level: 20	Leadership:	87
	Battle Level:     31	Seamanship:	78
	+Celestial Navigation	Knowledge:	78
	+Cartography		Intuition:	66
	+Gunnery			Courage:	85
	-Accounting			Swordsmanship:	92
	-Negotiation		Charm:		76

NAME:	Palah Abdul			AGE: 27
FLEET:	Merchant		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 17	Leadership:	71
	Battle Level:     14	Seamanship:	65
	+Celestial Navigation	Knowledge:	87
	+Cartography		Intuition:	79
	-Gunnery			Courage:	85
	+Accounting			Swordsmanship:	77
	+Negotiation		Charm:		86

NAME:	Raphael Selran		AGE: 36
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 15	Leadership:	77
	Battle Level:     15	Seamanship:	64
	+Celestial Navigation	Knowledge:	83
	-Cartography		Intuition:	74
	+Gunnery			Courage:	73
	-Accounting			Swordsmanship:	73
	-Negotiation		Charm:		79

NAME:	Rashid Jabbar		AGE: 28
FLEET:	Battle		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 14	Leadership:	83
	Battle Level:     16	Seamanship:	63
	+Celestial Navigation	Knowledge:	80
	+Cartography		Intuition:	58
	+Gunnery			Courage:	60
	-Accounting			Swordsmanship:	67
	-Negotiation		Charm:		68

NAME:	Robert Wilde		AGE: 26
FLEET:	Battle		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 14	Leadership:	77
	Battle Level:     15	Seamanship:	64
	+Celestial Navigation	Knowledge:	73
	+Cartography		Intuition:	67
	+Gunnery			Courage:	69
	-Accounting			Swordsmanship:	54
	-Negotiation		Charm:		65

NAME:	Siddarth Kebin		AGE: 20
FLEET:	Battle		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 13	Leadership:	69
	Battle Level:     15	Seamanship:	84
	+Celestial Navigation	Knowledge:	74
	-Cartography		Intuition:	62
	+Gunnery			Courage:	85
	-Accounting			Swordsmanship:	72
	-Negotiation		Charm:		83

NAME:	Simon Sekeira		AGE: 24
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 14	Leadership:	74
	Battle Level:     15	Seamanship:	74
	+Celestial Navigation	Knowledge:	86
	+Cartography		Intuition:	53
	-Gunnery			Courage:	77
	+Accounting			Swordsmanship:	71
	+Negotiation		Charm:		86
 *Skills are progressive with YOUR stats He is always one
  level ahead of your nav/battle level.

NAME:	Tonio Burciaga		AGE: 32
FLEET:	Battle		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 16	Leadership:	79
	Battle Level:     17	Seamanship:	51
	+Celestial Navigation	Knowledge:	73
	+Cartography		Intuition:	69
	+Gunnery			Courage:	77
	-Accounting			Swordsmanship:	71
	-Negotiation		Charm:		86

NAME:	Ulgu Ali			AGE: 35
FLEET:	Battle		LOYAL TO PIRACY (SPAIN)
SKILLS:
	Navigation Level: 21	Leadership:	52
	Battle Level:     28	Seamanship:	79
	+Celestial Navigation	Knowledge:	62
	+Cartography		Intuition:	88
	+Gunnery			Courage:	60
	-Accounting			Swordsmanship:	74
	-Negotiation		Charm:		59

NAME:	Victor Russell		AGE: 42
FLEET:	Battle		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 16	Leadership:	73
	Battle Level:     13	Seamanship:	56
	+Celestial Navigation	Knowledge:	53
	-Cartography		Intuition:	66
	+Gunnery			Courage:	51
	-Accounting			Swordsmanship:	64
	-Negotiation		Charm:		74

NAME:	Vilem Hein			AGE: 30
FLEET:	Battle		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 15	Leadership:	55
	Battle Level:     15	Seamanship:	89
	+Celestial Navigation	Knowledge:	86
	+Cartography		Intuition:	64
	+Gunnery			Courage:	88
	-Accounting			Swordsmanship:	69
	-Negotiation		Charm:		68

NAME:	Vittorio Dorio		AGE: 28
FLEET:	Battle		LOYAL TO ITALY
SKILLS:
	Navigation Level: 27	Leadership:	83
	Battle Level:     30	Seamanship:	73
	+Celestial Navigation	Knowledge:	87
	+Cartography		Intuition:	55
	+Gunnery			Courage:	71
	-Accounting			Swordsmanship:	68
	-Negotiation		Charm:		77

NAME:	Walid Kemal			AGE: 36
FLEET:	Battle		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 15	Leadership:	67
	Battle Level:     17	Seamanship:	72
	+Celestial Navigation	Knowledge:	68
	-Cartography		Intuition:	52
	+Gunnery			Courage:	53
	-Accounting			Swordsmanship:	58
	-Negotiation		Charm:		77


***************************
TEMPORARY - ACTIVE SAILORS:
[Hire them when in pub/inn, beat 'em and they'll die]

NAME:	Afmed Muhiddin          AGE: 32
FLEET:	Battle            LOYAL TO TURKEY
SKILLS:
	Navigation Level: 11    Leadership:   72
	Battle Level:     12    Seamanship:   64
	+Celestial Navigation   Knowledge:    68
	-Cartography            Intuition:    62
	+Gunnery                Courage:      68
	-Accounting             Swordsmanship:84
	-Negotiation            Charm:        75

NAME:	Alfonse Andlade		AGE: 31
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 9	Leadership:	  59
	Battle Level:     11	Seamanship:	  82
	+Celestial Navigation	Knowledge:	  75
	-Cartography		Intuition:	  84
	-Gunnery			Courage:	  52
	-Accounting			Swordsmanship:78
	-Negotiation		Charm:	  85

NAME:	Bernal Loyola		AGE: 19
FLEET:	Battle		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 11	Leadership:	  65
	Battle Level:     11	Seamanship:	  67
	+Celestial Navigation	Knowledge:	  50
	-Cartography		Intuition:	  52
	+Gunnery			Courage:	  51
	-Accounting			Swordsmanship:86
	-Negotiation		Charm:	  83

NAME:	Carlos Aragon		AGE: 37
FLEET:	Merchant		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 10	Leadership:	  58
	Battle Level:     8	Seamanship:	  87
	+Celestial Navigation	Knowledge:	  50
	-Cartography		Intuition:	  58
	-Gunnery			Courage:	  56
	-Accounting			Swordsmanship:67
	+Negotiation		Charm:	  77

NAME:	Charles Grafton		AGE: 32
FLEET:	Battle		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 11	Leadership:	  82
	Battle Level:     10	Seamanship:	  64
	+Celestial Navigation	Knowledge:	  58
	-Cartography		Intuition:	  50
	+Gunnery			Courage:	  59
	-Accounting			Swordsmanship:56
	-Negotiation		Charm:	  68

NAME:	Columbo Vacca		AGE: 45
FLEET:	Battle		LOYAL TO ITALY
SKILLS:
	Navigation Level: 9	Leadership:	67
	Battle Level:     9	Seamanship:	81
	-Celestial Navigation	Knowledge:	56
	-Cartography		Intuition:	61
	-Gunnery			Courage:	50
	-Accounting			Swordsmanship:	62
	-Negotiation		Charm:		78

NAME:	Diego Souson		AGE: 36
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 9	Leadership:	51
	Battle Level:     11	Seamanship:	74
	-Celestial Navigation	Knowledge:	63
	-Cartography		Intuition:	64
	+Gunnery			Courage:	50
	-Accounting			Swordsmanship:	83
	-Negotiation		Charm:		89

NAME:	Duarte Silveira		AGE: 30
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 8	Leadership:	85
	Battle Level:     8	Seamanship:	57
	-Celestial Navigation	Knowledge:	80
	-Cartography		Intuition:	81
	-Gunnery			Courage:	52
	-Accounting			Swordsmanship:	73
	-Negotiation		Charm:		52

NAME:	Edmund Harvey		AGE: 36
FLEET:	Merchant		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 9	Leadership:	83
	Battle Level:     8	Seamanship:	52
	-Celestial Navigation	Knowledge:	77
	-Cartography		Intuition:	68
	-Gunnery			Courage:	68
	-Accounting			Swordsmanship:	71
	+Negotiation		Charm:		62

NAME:	Gabriel Canolli		AGE: 26
FLEET:	Battle		LOYAL TO ITALY
SKILLS:
	Navigation Level: 11	Leadership:	69
	Battle Level:     12	Seamanship:	86
	+Celestial Navigation	Knowledge:	51
	-Cartography		Intuition:	62
	+Gunnery			Courage:	71
	-Accounting			Swordsmanship:	74
	-Negotiation		Charm:		52

NAME:	Gordon Hendrick		AGE: 33
FLEET:	Battle		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 8	Leadership:	61
	Battle Level:     10	Seamanship:	57
	+Celestial Navigation	Knowledge:	56
	+Cartography		Intuition:	88
	+Gunnery			Courage:	81
	-Accounting			Swordsmanship:	67
	-Negotiation		Charm:		82

NAME:	Jack Raccam			AGE: 24
FLEET:	Battle		LOYAL TO PIRACY
SKILLS:
	Navigation Level: 9	Leadership:	88
	Battle Level:     13	Seamanship:	66
	-Celestial Navigation	Knowledge:	68
	-Cartography		Intuition:	88
	-Gunnery			Courage:	51
	-Accounting			Swordsmanship:	78
	-Negotiation		Charm:		96

NAME:	John Davis			AGE: 42
FLEET:	Merchant		LOYAL TO PIRACY (ENGLAND)
SKILLS:
	Navigation Level: 10	Leadership:	85
	Battle Level:     14	Seamanship:	56
	-Celestial Navigation	Knowledge:	71
	-Cartography		Intuition:	54
	-Gunnery			Courage:	86
	-Accounting			Swordsmanship:	60
	-Negotiation		Charm:		79

NAME:	Jossepi Arleo		AGE: 26
FLEET:	Merchant		LOYAL TO ITALY
SKILLS:
	Navigation Level: 12	Leadership:	75
	Battle Level:     10	Seamanship:	52
	+Celestial Navigation	Knowledge:	50
	-Cartography		Intuition:	72
	-Gunnery			Courage:	80
	-Accounting			Swordsmanship:	69
	+Negotiation		Charm:		78

NAME:	Jules Huigen		AGE: 44
FLEET:	Merchant		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 9	Leadership:	68
	Battle Level:     10	Seamanship:	56
	+Celestial Navigation	Knowledge:	70
	-Cartography		Intuition:	76
	-Gunnery			Courage:	54
	+Accounting			Swordsmanship:	60
	+Negotiation		Charm:		71

NAME:	Leonie Van Fuyk		AGE: 43
FLEET:	Battle		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 10	Leadership:	61
	Battle Level:     8	Seamanship:	70
	+Celestial Navigation	Knowledge:	57
	-Cartography		Intuition:	73
	-Gunnery			Courage:	50
	-Accounting			Swordsmanship:	60
	-Negotiation		Charm:		57

NAME:	Lorenzo Peron		AGE: 33
FLEET:	Merchant		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 11	Leadership:	81
	Battle Level:     11	Seamanship:	78
	-Celestial Navigation	Knowledge:	57
	-Cartography		Intuition:	83
	-Gunnery			Courage:	87
	+Accounting			Swordsmanship:	70
	-Negotiation		Charm:		55

NAME:	Louis Scott			AGE: 20
FLEET:	Merchant		LOYAL TO PIRACY (TURKEY)
SKILLS:
	Navigation Level: 11	Leadership:	68
	Battle Level:     16	Seamanship:	76
	+Celestial Navigation	Knowledge:	77
	-Cartography		Intuition:	61
	+Gunnery			Courage:	73
	-Accounting			Swordsmanship:	78
	-Negotiation		Charm:		59

NAME:	Luigi Mangia		AGE: 28
FLEET:	Battle		LOYAL TO ITALY
SKILLS:
	Navigation Level: 20	Leadership:	75
	Battle Level:     21	Seamanship:	60
	+Celestial Navigation	Knowledge:	86
	+Cartography		Intuition:	89
	+Gunnery			Courage:	69
	-Accounting			Swordsmanship:	76
	-Negotiation		Charm:		81

NAME:	Malik Yasale		AGE: 25
FLEET:	Merchant		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 10	Leadership:	57
	Battle Level:     8	Seamanship:	61
	-Celestial Navigation	Knowledge:	79
	-Cartography		Intuition:	70
	-Gunnery			Courage:	76
	+Accounting			Swordsmanship:	84
	+Negotiation		Charm:		55

NAME:	Marion Glotis		AGE: 29
FLEET:	Merchant		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 10	Leadership:	89
	Battle Level:     11	Seamanship:	89
	+Celestial Navigation	Knowledge:	52
	+Cartography		Intuition:	88
	-Gunnery			Courage:	65
	+Accounting			Swordsmanship:	59
	-Negotiation		Charm:		72

NAME:	Maurice Laiden		AGE: 35
FLEET:	Merchant		LOYAL TO HOLLAND
SKILLS:
	Navigation Level: 12	Leadership:	62
	Battle Level:     11	Seamanship:	50
	+Celestial Navigation	Knowledge:	58
	+Cartography		Intuition:	82
	-Gunnery			Courage:	66
	+Accounting			Swordsmanship:	75
	-Negotiation		Charm:		55

NAME:	Pierre Lugulan		AGE: 37
FLEET:	Merchant		LOYAL TO PIRACY (SPAIN)
SSKILLS
	Navigation Level: 9	Leadership:	86
	Battle Level:     12	Seamanship:	74
	+Celestial Navigation	Knowledge:	80
	-Cartography		Intuition:	55
	-Gunnery			Courage:	81
	-Accounting			Swordsmanship:	50
	-Negotiation		Charm:		77

NAME:	Ricardo Zapata		AGE: 25
FLEET:	Merchant		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 8	Leadership:	60
	Battle Level:     10	Seamanship:	61
	-Celestial Navigation	Knowledge:	88
	-Cartography		Intuition:	55
	-Gunnery			Courage:	86
	+Accounting			Swordsmanship:	70
	-Negotiation		Charm:		89

NAME:	Ropao Feleira		AGE: 20
FLEET:	Battle		LOYAL TO PORTUGAL
SKILLS:
	Navigation Level: 11	Leadership:	50
	Battle Level:     12	Seamanship:	82
	+Celestial Navigation	Knowledge:	68
	-Cartography		Intuition:	59
	-Gunnery			Courage:	63
	-Accounting			Swordsmanship:	80
	+Negotiation		Charm:		84

NAME:	Sallah Iskal		AGE: 42
FLEET:	Battle		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 9	Leadership:	73
	Battle Level:     8	Seamanship:	65
	-Celestial Navigation	Knowledge:	69
	-Cartography		Intuition:	89
	-Gunnery			Courage:	66
	-Accounting			Swordsmanship:	58
	-Negotiation		Charm:		81

NAME:	Santino Amadio		AGE: 45
FLEET:	Merchant		LOYAL TO ITALY
SKILLS:
	Navigation Level: 12	Leadership:	81
	Battle Level:     10	Seamanship:	78
	-Celestial Navigation	Knowledge:	56
	-Cartography		Intuition:	84
	-Gunnery			Courage:	60
	-Accounting			Swordsmanship:	74
	+Negotiation		Charm:		56

NAME:	Thomas Grisham		AGE: 39
FLEET:	Merchant		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 8	Leadership:	64
	Battle Level:     11	Seamanship:	55
	+Celestial Navigation	Knowledge:	58
	-Cartography		Intuition:	51
	-Gunnery			Courage:	86
	-Accounting			Swordsmanship:	64
	+Negotiation		Charm:		86

NAME:	Walter Laurence		AGE: 35
FLEET:	Battle		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 8	Leadership:	66
	Battle Level:     8	Seamanship:	64
	-Celestial Navigation	Knowledge:	67
	-Cartography		Intuition:	51
	-Gunnery			Courage:	50
	-Accounting			Swordsmanship:	66
	-Negotiation		Charm:		85

NAME:	William Clive		AGE: 38
FLEET:	Battle		LOYAL TO ENGLAND
SKILLS:
	Navigation Level: 11	Leadership:	52
	Battle Level:     10	Seamanship:	72
	+Celestial Navigation	Knowledge:	77
	-Cartography		Intuition:	57
	+Gunnery			Courage:	73
	-Accounting			Swordsmanship:	78
	-Negotiation		Charm:		55

NAME:	Xavier Navarro		AGE: 41
FLEET:	Battle		LOYAL TO SPAIN
SKILLS:
	Navigation Level: 9	Leadership:	50
	Battle Level:     10	Seamanship:	55
	-Celestial Navigation	Knowledge:	66
	-Cartography		Intuition:	66
	-Gunnery			Courage:	59
	-Accounting			Swordsmanship:	79
	-Negotiation		Charm:		75

NAME:	Yazid Shabbaz		AGE: 27
FLEET:	Merchant		LOYAL TO TURKEY
SKILLS:
	Navigation Level: 12	Leadership:	70
	Battle Level:     11	Seamanship:	77
	+Celestial Navigation	Knowledge:	65
	-Cartography		Intuition:	85
	-Gunnery			Courage:	77
	+Accounting			Swordsmanship:	52
	+Negotiation		Charm:		51

***************
SCENARIO CASES:
[Sometimes, you can beat a built-in scenario character, like Joao with
 Cataline, or when you beat Roberto Ezequiel.]

NAME:	Antonio Kahn		AGE: 44
FLEET:	Battle		LOYAL TO PIRACY
SKILLS:
	Navigation Level: 7	Leadership:	81
	Battle Level:     16	Seamanship:	78
	-Celestial Navigation	Knowledge:	89
	-Cartography		Intuition:	73
	-Gunnery			Courage:	68
	-Accounting			Swordsmanship:	80
	-Negotiation		Charm:		70

 Joao Franco - no stats yet
 Roberto Ezequiel - no stats yet

*******************
 STORY CHARACTERS:
 (I think it's useless to give their stats, as you HAVE TO take
 them, whether they're good or not.)

 Andreas Paella:
	Loyal to Spain; First Mate
	Found after battle with Spanish in Catalina Erantzo's story
	(You get him after destroying the second Spanish ship)

 Camillo Stefano:
	Loyal to Italy; First Mate, Bookkeeper
	Found at the start of Pietro Conti's story
	(Join you after meeting him in the pub)

 Domingo Manana:
	Loyal to Portugal; Chief Navigator
	Found as a stowaway on Joao Franco's ship
	(After sailing from Lisbon, he's found)

 Emilio Sanude:
	Loyal to Spain; First Made
	Found at the start of Catalina Erantzo's story
	(Joins you after talking to him into taking the Spanish Galleon)

 Enrico Malione:
	Loyal to Portugal; Bookkeeper
	Found in the Round Earth Society in Joao Franco's story
	(Joins you when you agree in taking him to Zipangu in the
	 Round Earth Society in Lisbon)

 Hans Starten:
	Loyal to Portugal; First Mate
	Found at the start of Ernst von Bohr's story
	(Joins you in Mercator's house)

 Mathew Roy:
	Loyal to England; First Mate
	Found at the start of Otto Baynes' story
	(Win or Lose duel in pub)

 Rocco Alemkel:
	Loyal to Portugal; First Mate
	Found at the start of Joao Franco's story
	(Joins in your father's house)

 Salim Jahan:
	Loyal to Turkey; First Mate
	Found at the start of Ali Vezas' story
	(Joins after you help fix his ship)


-----------------------------------------------------------------------------
 10.b Waitresses
-----------------------------------------------------------------------------

 When you first encounter them, the waitresses don't like you a
 lot. In fact, the only thing they'll be willing help you with is:
 "Ask Info - Job Info":  If you select this option when you have a
 quest to find something, the waitress may tell you where to find the
 item that you need. Of course, she might not always tell you the best
 location for the item. Often she'll tell you to go halfway around the
 world, when there is a much closer source of the good. Anyway, you'll
 be better off just using this faq than the waitresses.

 But when they start liking you (by getting gifts or hearing your
 stories) you could also get some investigation in 2-4 days.

 Whether she likes you or not, depends on what the fortune teller says:
  1. As long as you are in this port, you won't have good luck in love.
  2. Take action. No one gained love by just waiting for it to happen.
  3. Continue your effort, and your love will be accepted.
  4. It seems a girl called %s is in love with you.

 Here are the kinds of fleets of other nations you can ask about (In
 parenthesis are the numbers of such fleets each nation can maximum
 have):
   Merchant(4) - The traders who sail from port to port and make
 investments and try to make alliances with foreign ports. They
 generally sail around in weak merchant ships: Nao, Carrack, Xebec,
 and the like. You won't be spending much time to these suckers.
   Convoy(2) - Counterintuitively, these guys do NOT guard the merchant
 fleet. Instead, they are the hunters who go sailing around looking for
 enemies of their nation. If you've angered the country enough, it
 could be you that they are looking for you. These guys of course tend
 to sail around in warships: Galleons, Flemish Galleons, Buss, the
 occasional Venetian Galeass, and interestingly Xebec.
   Voyaging(3) - These guys can be found cruising along behind merchant
 fleets to protect them, though more often than not, they will be slower
 and be thousands of miles behind the fleet they are supposed to be
 protecting.

 Asking about pirates gives:
   Buccaneers(4) - These pirates are fairly weak, tending to
 impersonate merchant fleets. Although they will ocassionally show
 up in European waters, they are based in various cities around the
 Carribean and tend to spend most of their time there, often just
 sitting in a port, so it may not be worth going all that way just to
 hunt them down.
   Corsairs(2) - The Corsairs (led by Khayr ad-Din and Idin Leis)
 are based in Algiers and sail around in fleets of powerful Venetian
 Galeasses and unlike the other pirates who mostly stay at home, will
 try to hunt you down anywhere in the world.
   Privateers(3) - Armed with mid-sized warships (Galleons and such),
 the privateers, like the Buccaneers are really no threat, since they
 don't actively pursue you. They also like to spend most of their time
 at home, but at least they are a little easier to catch, since they
 all hang out in Tunis and one will pop out for a bit of air every
 couple of weeks. If you should sink one, the replacement will pop up
 in Algiers, eventually migrating back to Tunis, if you let them live
 that long.

 Ask Info - Port Info:  Will share a tiny bit of trivia about the
 port you are currently in.  Interesting maybe, but probably not
 of any practical benefit.  Certainly not worth wasting expensive
 jewelry to get, unless you have nothing better to spend your money on.
 (I'm too lame to look everything up, if you come up with a list,
 it's certainly going to be here somewhere)

 The waitresses can fall in love with you, but this has no use at all.

 There are 4 different types of waitresses in the game:
  1. Likes Stories: These girls like stories and nothing else.
 Tell them a story and they'll say something like: "Wow, that's so
 exciting!" For variety, you could tell them a few stories every visit,
 and tell different stories each time if you like, but it doesn't really
 matter.  You can walk into the bar, tell them about Stonehenge 30 times
 and they will be madly in love with you. If you give them accessories
 or treasure, they will say "Oh, I am so happy!", but they're just being
 polite in hopes of getting more stuff from you.

  2. Likes Accessories: These girls only like accessories. If you give
 them one, they will say something like, "Oh, I am so happy! Do I look
 pretty?" Note that any accessory will do. More expensive items will
 sometimes give you a slightly greater increase in affection, but not
 enough to justify the cost, so you're probably better off with
 inexpensive items unless you're short on inventory space. They either
 like all accessories or no accessories. If told a story or given a
 treasure, they will say "Wow, that's so exciting!", or "Oh, I am so
 happy!", but again, they don't really mean it.

  3. Likes Treasures: These girls have expensive tastes and like
 expensive jewels. Give them a treasure item and they will tell you
 "Oh, I am so happy! It's very shiny and quite pretty." As with the
 accessory girls, any treasure will do and more expensive items will
 sometimes give better boosts, but not to justify the cost. For example,
 5 royal crowns (50,000 gold), 5 mermaid bracelets (10,000 gold), or
 15 brass candleholders (3,000 gold) would get you about the same effect.

  4. Likes everything: Stories, treasure, or accessories will all please
 these girls. They'll express detailed interest in stories just the
 way the story only girls do and when given a treasure or accessory will
 say, "Oh, I am so happy! Thank you so much!". But, just because they'll
 accept material goods doesn't mean you should give them any, as stories
 are much cheaper, unless all you want is a nice smooch.

 Note that even if a girl doesn't really like treasure or accessory items,
 giving them will have at least a small impact on their affection.  It is
 usually better to give them something they want however.  Even stories may
 have some effect (I was able to get a girl who already liked me to give me
 the port info, just by telling her stories), however, you would probably
 need to tell several hundred of stories to get anywhere, if it is possible
 (I gave up in the 100-200 range).

 Alexandria - Layla: Everything
 Amsterdam - Melanie: Everything
 Antwerp - Johanna: Stories
 Argin - Tisa: Treasure
 Athens - Helen: Stories
 Banda - Titis: Accessories
 Barcelona - Leticia: Treasure
 Bordeaux - Elaine: Treasure
 Ceuta - Jamila : Treasure
 Changan - Mei-Yi: Everything
 Genoa - Theresa: Treasure
 Goa - Aruna: Stories
 Hamburg - Claudia: Stories
 Havana - Isabella: Treasure
 Istanbul - Ladia: Everything
 Lisbon - Lucia: Everything
 London - Lillian: Treasure
 Malacca - Rukia: Treasure
 Marseille - Mathilda: Accessories
 Margarita - Lupe: Everything
 Mecca - Salma: Accessories
 Nagasaki - Onatsu: Stories
 Riga - Natasha: Accessories
 Rio de Janeiro - Silvia: Treasure
 San Jorge - Tobia: Everything
 Sofala - Shani: Everything
 Stockholm - Viveka: Everything
 Venice - Francesca : Accessories

  Random Additional information:
 Lucia in Lisbon will start out 'In love' with Joao. Ladia in Istanbul
 starts out liking Ali and will fall in love with him when he impresses her
 by repaying her loan. Catalina, for some strange reason, can't get girls
 to fall in love with her at all, though gifts and stories will get them
 to like her well enough to share info and whatnot.

 The bars in New Horizons are closed from 4am to 8am and are open at all
 other times, 365 days a year and the waitresses are on duty, meaning that
 they are working 140 hour work weeks and have at most 4 hours to sleep,
 bathe, etc. No wonder they are so happy when you give them clothes, they
 probably haven't had a chance to buy a new outfit in decades.

 Mei-Yi in Changan and Aruna in Goa appear to have red eyes, a color that is
 not natural in human beings, neither are they albino. Furthermore, Mei-Yi
 has ears (well, one ear, the only visible one) that look suspiciously
 pointy. One can't help  wondering if they have some sort of supernatural
 or demonic origin. Of course, maybe it's just that the 140 hour work week
 has left them all bleary and red-eyed, but anyway, I'd be cautious about
 letting them kiss you.

-----------------------------------------------------------------------------
 11. Discoveries
-----------------------------------------------------------------------------

 This one is dedicated to ... Discoveries?
 Yes, righty, I have listed all the discoveries here.
 With permission I've taken them from:
   http://uncwnh.8m.com/main.htm
 by Tri Laksmana

 But as I know you can't click links in texts, and you don't want any more
 time spilled, so here is the list (actually I had to turn a table into
 a simple text "table", so I did 'some' work).

 Remember that in one game, there will be only, randomly picked, 49
 villages, and so 49 discoveries. So you won't find all of these...

 To find a discovery, use CTRL+F and type the discovery you are looking for.

 No Lat-Long Location            Discovery                Value
 1  12s-139e Carpentaria Bay     Kiwi                     B
 2  30s-148e New South Wales     Koala                    B
 3  28s-126e Southern Australia  Ayers Rock               B
 4  37s-144e Tasmania            Tasmanian Devil          C
 5  26s-113e Western Australia   Frilled Lizard           A
 6  16s-116e Western Australia   Kangaroo                 A
 7  12n-98w  Guatemala           Popol Vuh                B
 8  19n-102w Gulf of Mexico      Jade Mask                C
 9  12n-90w  Honduras            Guatavita Lake           C
 10 20n-112w Mexico              Monument of the Sun      A
 11 13n-105w Mexico              Crystal Skull            A
 12 25n-116w Mexico              Mexican Beaded Lizard    B
 13 15n-109w Mexico              Stone Face               C
 14 8n-92w   Nicaragua           Mural of Marnalico       B
 15 4n-86w   Panama              Stone Ball               C
 16 0s-41e   Kenya               Mandrill                 B
 17 36n-102e Huanghe River       Panda                    A
 18 41n-110e Huanghe River       Great Wall               A
 19 35n-113e Hunaghe River       Qian Ling                A
 20 39n-107e Huanghe River       Hedgehog                 C
 21 39n-139e Japan               Namahage                 B
 22 35n-138e Japan               Toro Ruins               C
 23 38n-125e Korea               Plant Worm               C
 24 18n-72e  Malabar Coast       King Cobra               D
 25 25n-65e  Pakistan            Mohenio-Daro             B
 26 14n-93e  Andaman Isles       Inle Lake                C
 27 10s-48e  Madagascar          Chameleon                D
 28 20s-50e  Mauritius Island    Dodo                     *
 29 30n-48e  Persian Gulf        Burning Water            B
 30 24n-37e  Red Sea             Papyrus                  C
 31 31n-29e  Nile Delta          Rosetta Stone            D
 32 19n-24e  The Nile            Crocodile                C
 33 5n-33e   The Nile            Pteranodon               C
 34 14n-32e  The Nile            Nubia Pyramid            C
 35 11n-36e  The Nile            Tessisat Falls           C
 36 10n-31e  The Nile            Baobab                   C
 37 27n-31e  The Nile            Khufu Pyramid            C
 38 0s-32e   The Nile            Victoria Falls           D
 39 38n-128w California          Prairie Dog              B
 40 29n-122w California          Bison                    C
 41 35n-77w  North Carolina      Passenger Pigeon         C
 42 29n-82w  North Carolina      Totem Pole               D
 43 43n-94w  The Mississipi      Niagara Falls            A
 44 33n-98w  The Mississipi      Venus' Flytrap           C
 45 66n-28w  East Greenland      Great Auk                B
 46 88n-93w  Ellesmere Island    Mammoth                  *
 47 88n-66w  Northwest Greenland Saber-toothed Tiger      *
 48 51n-1w   England             Stonehenge               D
 49 80n-119w Melville Island     Blue Whale               A
 50 76n-179e Vrangel Island      Stellar's Sea Cow        B
 51 30s-25e  Cape of Good Hope   Big Zimbabwe             C
 52 31s-19e  Cape of Good Hope   Diaz's Monument          C
 53 48s-82w  Chile               Vampire Bat              C
 54 1n-83w   Columbia            Terracotta Figure        C
 55 20s-77w  Peru                Lake Titicaca            B
 56 10s-85w  Peru                Temple of the Sun        B
 57 25s-67w  Salado River        Giant Ground Sloth       *
 58 30s-63w  Salado River        Clay Monster             B
 59 25s-67w  Salado River        Anteater                 B
 60 56s-80w  Strait of Magellan  Leon Penguin             C
 61 7s-77w   The Amazon          Archaeopteryx            A
 62 2s-75w   The Amazon          Balsa                    B
 63 5s-83w   The Amazon          Gold Frog                B
 64 0s-70w   The Amazon          Matamata                 B
 65 5s-66w   The Amazon          Pororoca                 B
 66 11s-77w  The Amazon          Tarantula                C
 67 8s-61w   The Amazon          Anaconda                 C
 68 4s-61w   The Amazon          Amazon Water Lily        C
 69 9s-73w   The Amazon          Piranha                  D
 70 7n-65w   Trinidad            Iguana                   C
 71 35s-66w  Uruguay River       Toucan                   B
 72 7n-70w   Venezuela           Cactus                   D
 73 3n-107e  Borneo              Pitcher Plant            C
 74 0s-117e  Celebes             Stone Buddha             B
 75 5s-120e  Flores              Komodo Dragon            A
 76 3s-105e  Java                Borobudur                A
 77 5s-111e  Java                Python                   B
 78 3s-136e  New Guinea          Greater Bird of Paradise A
 79 7n-95e   Sumatra             Hornbill                 B
 80 12n-102e Thailand            Angkor Wat               B
 81 11n-97e  Thailand            Ayutthaya's Buddha       C
 82 13n-126e The Philippines     Durian                   A
 83 15n-122e The Philippines     Tree Snake               C
 84 22n-108e Vietnam             Kalavinka                B
 85 35s-127w Easter Island       Moai                     *
 86 13s-117w Fiji Island         Nasiped                  D
 87 5s-96w   Galapagos Island    Giant Tortoise           A
 88 6n-151e  Nauru Island        Indo-Pacific Cowrie      A
 89 35s-175e New Zealand         Moa                      *
 90 9n-135e  Palau Island        Fruit Bat                B
 91 6s-12e   Congo               Armadillo                C
 92 1n-7e    Congo               Diggo's Monument         C
 93 1s-17e   Congo River         Moquele Mubembe          B
 94 12s-10e  Namibia             Quagga                   C
 95 12n-2e   Niger River         Ant Hill                 C
 96 15n-2w   Niger River         Clay Mosque              C
 97 0s-24e   Congo River         Moonbow                  D
 98 89n-88e  Northern Ice Sea    Aurora                   A

 Note: Thanks to Markus S, I found the last village that contains the
 beautiful ice miracle, Aurora. Thank you! In a single game can only
 be found 49, so don't question me, when some villages don't pop up.

 Here are all the definitions of the Discoveries (when you want to alter
 them, look in the Cheat section for more information).

 Stonehenge (Ruins)
  Prehistoric monument, consisting of rings of stones, with the outermost
  ring made up of large stone columns. Believed to have been an astronomical
  observatory.

 Rosetta Stone
  Black basalt slab bearing the same inscription in three languages- ancient
  Egyptian hieroglyphics, a simpler ancient Egyptian writing system, and
  Greek.

 Khufu Pyramid
  Tomb of the Pharaoh Khufu, a pyramid measuring 481 feet high with a square
  base 756 feet wide. The four sides face the north, south, east and west.

 Crocodile
  Fierce amphibious predator armored with hard leather skin, the crocodile
  sometimes reaches a length of 20 feet. With its powerful jaws, it can rip
  into livestock animals and even humans with one bite.

 Nubia Pyramid
  Pyramid built by the ancient Cush in northern Africa. Though it's
  relatively small, with a 30 by 30 foot square base, it has distinctively
  steep sides.

 Tessisat Falls
  This remote waterfall is 140 feet high and is found near the source of the
  Blue Nile.

 Baobab
  Huge tree with many useful qualities. The bark can be used to fashion rope
  or cloth, the fruit is edible, and the trunk itself is so large it can be
  used for storage or even shelter.

 Pteranodon
  A dark-colored bird whose bat-like wings measure 6 feet across. It's noted
  for its large beak and sharp teeth.

 Victoria Falls
  Believed to be the source of the Nile River. The Zambezi River plunges 400
  feet into the lake, forming Victoria Falls.

 Diogo's Monument
  A tall stone monument with inscriptions in Latin, Portuguese, and Arabic.
  Erected when Diogo Cam discovered the Congo.

 Ant Hill
  These small ant castles, in their various shapes, often surpass the
  architectural feats of man.

 Clay Mosque
  Supposedly, the ruins of a golden city in the Sahara. Time has taken its
  toll, but the work of conscientious desert dwellers have helped preserve
  the ancient structure.

 Armadillo
  Animal with bony plates on its back. When threatened, it curls up to cover
  its soft unprotected abdomen.

 Moquele Mumbembe
  The locals of Lake Tele have claimed to have seen this dinosaur from time
  to time. It's believed to be herbivorous and about 15 feet long.

 Moonbow
  A rainbow that shines gold and white in the dark night. Legend says that
  this beautiful, mysterious vision brings good luck to those who see it.

 Quagga
  A horse-like creature related to the zebra, but with no stripes on its
  hind portion. It takes its name from the sound it makes, {Kwahaha.}

 Diaz' Monument
  Stone monument at the Cape of Good Hope on the southern tip of Africa.
  It was erected by Bartholomew Diaz and remains a symbol of brave sea
  adventurers.

 Big Zimbabwe
  The name means [large rock house.] It proves that there was once a
  glorious dynasty in this area.

 Mandrill
  Monkey with a colorful face resembling that of a human. It has a beard,
  purple bottom, and a short tail.

 Dodo
  A bird the size of a turkey, with a large hooked bill. Its wings are very
  small, making it incapable of flight.

 Chameleon
  Lizard with the amazing ability to change its color to match its
  surroundings. It's quite adept at capturing insects with its long and
  sticky tongue.

 Papyrus
  Tall water plant that was used to make a form of paper in ancient Egypt.

 Burning Water
  Strange black liquid that springs out from underground in desert areas.
  It has a bad smell and burns easily.

 Mohenjo-Daro
  Ruins of a city dating from the time of the Indus civilization. Built
  around a dome-shaped Buddhist shrine on a hilltop, this city probably was
  a commercial center during the Bronze Age.

 King Cobra
  The world's largest poisonous snake. When disturbed, it extends its ribs
  behind its head to form a flaring hood.

 Inle Lake
  The people who live here have built their homes and fields on the island
  that floats on the surface of this lake.

 Ayutthaya's Buddha
  One of many busts of Buddha found in Siam, which has several temples and
  statues dedicated to him.

 Hornbill
  Friendly large-billed bird that makes a hissing sound to intimidate its
  enemies. It sometimes grows up to 60 inches in height.

 Angkor Wat
  Ruins of a temple constructed by Khmer during the 12th century. The name
  means [temple of the capital].

 Kalavinka
  A bird of legend said to have the face of a beautiful girl. Its sweet
  singing can make people forget everything, even their own names.

 Plant Worm
  A strange insect which transforms itself into a fungus during the summer.
  It is highly valued in China as a tonic and an elixir.

 Toro Ruins
  Ruins of farming villages dating from around 300 B.C. The villages had
  rice fields orderly divided by strong ridges and storehouses with elevated
  floors.

 Namahage
  Fabled demons that kidnap and devour bad children. The legend is told in
  a traditional festival where men disguise themselves as demons to scare
  the town's children.

 Qian Ling
  Empress Zetian Wuhou's tomb. A hill with a circumference of 25 miles was
  turned into this huge tomb where all her treasures are buried.

 Great Wall
  1500 miles long and averaging 25 feet high, this truly is a great wall.
  It was constructed over many generations by Chinese rulers as a defense
  against raids by nomads in the north.

 Hedgehog
  A small mammal with an arsenal of long prickly spines on its back. It
  rolls itself into a ball when threatened.

 Panda
  A large bear-like black and white animal found at high altitudes in
  mountainous regions. It's friendly and feeds on bamboo.

 Passenger Pigeon
  A beautiful pigeon with slate blue wings and a russet breast. They migrate
  in large flocks every spring. People say that this species will never
  become extinct. (Or will it?)

 Totem Pole
  Large wooden pole carved with the designs of animals. It symbolizes the
  status of the chief, and is sometimes used as a sign of the tribe.

 Jade Mask
  A mask encrusted with small pieces of jade. Its eye holes give it a
  somewhat ominous appearance.

 Guatavita Lake
  A holy place for the Muisca, who throw gold and emeralds into the lake
  when their new king ascends the throne.

 Cactus
  Spiny, fleshy plant that grows up to 6 feet tall. This unique plant is
  well-adapted for arid climates.

 Iguana
  A large scaly lizard, measuring about 6 feet in length. The row of
  leathery spines on its back make it look like a fierce dinosaur, but it's
  actually a gentle creature.

 Venus' Flytrap
  Insect-eating plant with a jaw-shaped flower that bears sharp spines and
  secretes a sweet liquid. Once its jaws snap shut they won't reopen until
  the prey has been digested.

 Niagara Falls
  A magnificent waterfall, about 158 feet high and 3010 feet wide. Ancient
  people must have thought that the edge of the earth looks something like
  this.

 Amazon Water Lily
  An aquatic plant with giant floating leaves and large flowers. The leaves
  measure over 6 feet in diameter and are so strong that they can bear the
  weight of a small child.

 Anaconda
  A gigantic serpent. Adults may grow 19 feet long and weigh as much as 235
  pounds. They are found near the water and crush their victims by
  constricting them in their coils.

 Pororoca
  An enormous tidal wave that occurs during the new moon in April. Locals
  say that huge waves may reach over 16 feet high and wash everything away
  from the shore.

 Matamata
  A spiny turtle with a large diamond-shaped head and an irregular, rugged
  shell.

 Balsa
  A primitive vessel used for local inter-tribal trading. This raft has a
  grass hut mounted on top and uses a square sail.

 Piranha
  The terror of South American rivers. It is not uncommon for these groups
  of fish to devour people or domesticated animals that try to cross their
  river.

 Tarantula
  A large hairy poisonous spider that feeds on birds and small animals.

 Archaeopteryx
  A reptilian bird thought to be an ancestor of today's birds. It had four
  legs and was unable to fly, but it is believed that this bird-reptile
  could glide.

 Gold Frog
  A tiny frog with beautiful golden skin that secretes a mysterious poison.
  Locals believe that this rare frog will guide one to a legendary land of
  gold.

 Toucan
  A loud-squawking bird with a huge, brightly colored beak. It feeds chiefly
  on fruit.

 Clay Monster
  A clay figure of a monster with a large head and fangs.

 Giant Ground Sloth
  A slow-moving, hairy mammal with sharp claws. Rumor has it this 20 feet
  tall creature walks upright and feeds on leaves and branches.

 Anteater
  A toothless mammal with powerful claws on its front feet and a long tongue
  that comes in handy for catching ants - the mainstay of its diet. Its
  long tail accounts for half of its 6 foot length.

 Leon Pinguin
  A flightless goose-sized bird that uses its wings to swim. Found in large
  flocks, it was discovered by the Portuguese navigator, Leon Franco, about
  20 years ago. Well, that's what some people say.

 Vampire Bat
  A large bat with a 12 inch wingspan. It uses its sharp teeth to make a
  shallow wound on its prey, secretes a liquid to prevent the wound from
  closing, and feeds on its blood.

 Lake Titicaca
  The world's highest lake at an altitude of 12,500 feet in the Andes
  Mountains. The Aztecs believe that a god lives in this lake.

 Temple of the Sun
  A pyramid-shaped shrine in the central Andes, with distinctive frontal
  stairs climbing 33 feet to the top.

 Terracotta Figure
  This large sculpture represents a legendary hero worshipped by local
  tribes. Its sculpting technique and intricate design prove that this
  area has a highly advanced culture.

 Stone Ball
  A perfectly spherical stone measuring about 6.5 feet in diameter. Its
  use is unknown.

 Mural of Marnalico
  A mural of warriors and hunting gods.

 Popol Vuh
  A manuscript of Mayan legends, describing their philosophy, cosmology,
  and history.

 Crystal Skull
  An elaborately sculptured crystal skull used for generations in rituals
  by tribal leaders.

 Stone Face
  A stone bust excavated from Tenochtitlan.

 Monument of the Sun
  A round stone monument symbolizing the sun and the seasons. It represents
  the Aztec people's concept of the universe.

 Mexican Beaded Lizard
  A large lizard with black and yellow bead-like scales. Its secret weapon
  is its ability to produce poison in its mouth.

 Bison
  A large wild bull that can weigh almost a ton. It is hunted for both food
  and its hide, which can be used to make leather. Such great numbers roam
  the plains that it's hard to imagine them ever becoming extinct.

 Prairie Dog
  Ground-dwelling squirrel-like mammals 11 - 16 inches long. They make their
  home underground in a complex system of interconnecting burrows with many
  entrances.

 Borobudur
  The ruins of a major Buddhist monument. It consists of eight diminishing
  tiers of terraces connected by stairways. The walls of the corridors are
  lined with intricately carved relief sculptures.

 Python
  A giant snake that can grow over 33 feet long in the jungle. After
  constricting and suffocating an animal, the python swallows its prey
  whole.

 Komodo Dragon
  A giant slow-moving lizard found only in secluded parts of Indonesia that
  can grow up to 10 feet long. It uses its long, sharp claws and jagged
  teeth to attack animals even as large as a small deer.

 Kangaroo
  Its long fat tail and powerful hind legs help this animal hip-hop along.
  The newly born infants, still small and pinkish, crawl into a pouch on
  the mother's belly and remain there during infancy.

 Frilled Lizard
  A lizard with a large umbrella-like frill. It rises up and opens the frill
  to intimidate enemies and runs away only on its rear legs.

 Ayers Rock
  A legend says that there is a humongous red monolith in the center of
  this continent.

 Tasmanian Devil
  A 30 inch long nocturnal animal that feeds on small animals and carrion.
  It hides in the cracks of rocks and trees.

 Koala
  A tree-dwelling marsupial mammal that only eats the leaves of the
  eucalyptus tree. Koala young spend their first 6 months in their mother's
  pouch, feeding on predigested eucalyptus leaves.

 Kiwi
  Named for its cry, this is a flightless, nocturnal bird with a small head
  and a long, slender bill that has nostrils near the tip. It uses its
  highly developed sense of smell to find its food.

 Greater Bird of Paradise
  The male of this beautiful bird has a yellow head, long tail and
  dark-green throat, but the female has only short feathers and is rather
  dull in color.

 Stone Buddha
  A huge statue of Buddha carved out of the side of a mountain.

 Pitcher Plant
  A plant that feeds on insects by trapping and digesting them in its
  pitcher-like leaves.

 Tree Snake
  A slender snake about 3 feet long. The name comes from the fact that it
  makes its home in trees.

 Durian
  A fruit that is covered with sharp needles. Some say that it is the most
  delicious of all tropical forest fruits, but it smells so bad that most
  don't dare taste it.

 Moa
  An ostrich-like bird incapable of flight, measuring over 10 feet in
  height. Its massive and well-developed hind legs help it run very fast.

 Great Auk
  A flightless bird about 30 inches long that makes its home near Greenland.
  Fishermen hunt this bird for its tasty meat.

 Aurora
  A luminous atmospheric phenomenon seen in the night sky. Its awesome
  curtain-like display is constantly changing. While it's something special
  to see, the magnetic storms that occur with it can disturb your compass.

 Stellar's Sea Cow
  A large water mammal about 10 feet long. The head resembles a seal and
  its rear part has a fish-like shape. Locals say its meat is delicious.

 Blue Whale
  The largest animal in the world, sometimes reaching a length of 30 meters
  and weighing over 150 tons.

 Mammoth
  A legendary giant elephant with a coat of brown wool and long tusks that
  curve upward.

 Saber-toothed Tiger
  A large carnivorous animal about 6 feet long. Its enormous, blade-like
  upper teeth extend 7 inches below its lower jaw.

 Fruit Bat
  Just as the name suggests, this bat lives off of fruit. It is a very rare
  delicacy at tables throughout the area.

 Indo-Pacific Cowrie
  A rare snail with a beautiful shell that lives deep in the sea. Its shell
  is used as an amulet by tribal leaders and shamans in the area.

 Nasiped
  A creature rumored to resemble a mouse that walks upside down using its
  highly developed nose. This odd creature is probably fantastical.

 Giant Tortoise
  A large, slow-moving tortoise that can weigh as much as 500 pounds. Its
  domed shell sometimes grows as long as three feet and serves as protection
  for its elephant-like skin.

 Moai
  Giant stone statues ranging from 15 to 60 feet high. They're carved with
  large faces, long ears and short bodies.


-----------------------------------------------------------------------------
 12. Trade
-----------------------------------------------------------------------------

 Thanks to Scaly Lizard for the subsections of (t)his section.
 Thanks to Chris for the Trading Chart (check it out, it's *neat*).

 "Let it not be said that he was a cheese merchant." --Commodore Ruthless

 Trade, and the world trades with you. Money is the key to anything you want
 to do in the world of the 1520s. All scenarios must start the game trading,
 forsaking the blast of War and the glory of Discovery. In fact, Trade is
 what makes possible the other two joys of Uncharted Waters: New Horizons,
 kicking butt and exploring the dark waters. These are the calling of the
 true Commodore.

 But every character from pirate to cartographer must make some cash to get
 going, and must make that cash fast. I have some good early-game trade
 routes for each of the scenarios, but the rest of this section is geared
 towards the theory behind the trade routes listed here. Early in the game,
 you might start out with Wool and Raisins before you can finance a decent
 trip to the Bosporus. Later, you learn that Art and Carpet are the
 foundation upon which you make the transition from a "starter kit" fleet
 of sloops and cogs to a more mature fleet of Naos, Galleons and La Reales.

 Trade strategy changes throughout the game, and so this section is divided
 into a few parts, each devoted to a different phase of the game. First,
 though, here is the nugget that you'll must certainly like, the 6-Month
 Money Machine:
  This is the best trade route in the advanced stages of a game (when you are
  able to do it with large, fast ships like Frigates or Tekkousens, and you
  are an Earl or higher social rank, and when you can afford a tax permit
  from your King):

 --=SIX MONTH MONEY MACHINE=-- (by Scaly Lizard)
 Start on April 1st or October 1st with a fresh tax permit.
 Go to Lubeck and buy Silver. Sell it right back to them, until you stop
 making a profit. You want to have about one-quarter of your fleet's carrying
 capacity full of Silver.
 Go to Amsterdam. Buy as many glass beads as you can carry and still have
 food for a 15-day sailing trip. Unload some Glass Beads at the West
 African ports where you stop for food and water. Try to get 90 gp or more
 per lot of Glass Beads.
 Go to SouthEast Africa. Sell the remaining Glass Beads for cash, and then
 sell the Silver to depress the price of Gold, then buy Gold really cheap.
 Do this in small enough lots to manage the economy, but large enough lots
 to maximize your profits (50). Repeat until your holds are full of Gold. You
 can get the price of Gold down to around 130 gp per lot.
 Go to India. Sell the Gold for Pepper and Cinnamon (in Ceylon). Keep a
 small amount of Gold to manipulate the price of Silver later on in Nagasaki.
 Go to the Far East. Sell the spices and load your holds with 60% Porcelain,
 20% Silver (from Nagasaki) and 20% Silk Cloth (from Sakai).
 Go back to India and sell the Porcelain and Silk Cloth for Linen. Again, by
 selling small amounts of Silk Cloth, you can keep the prices of Linen low,
 and the Porcelain is just more profit for you.
 Go back to East Africa and sell the Linen for a profit and load up on Gold,
 using the Silver from Nagasaki to keep the price of Gold low.
 Back to Nagasaki. Sell Gold for Silver.
 Back to East Africa. Sell Silver for Gold.
 Return to Lubeck with your Gold. Sell it for 1650 gp per lot by using small
 Silver purchases to keep their buying price for Gold high.
 Go back to Amsterdam to load up on Glass Beads, go find a Tax Permit, and
 you're off to the races. It should be very close to April 1st or
 October 1st.
 You should earn about 60 million gp per circuit using this trading route,
 with a large enough fleet. I definitely recommend getting ten well-made
 Tekkousens as soon as possible. They are as fast as Frigates, and
 larger. With 10 Teks, you can carry 9500 lots of cargo easily. Another
 important reason to seek out the Tekkousen is that with five of them,
 with 100 guns on each, you can beat any fleet on the sea. I once used 3
 Teks to beat a fleet of 8 Flemish Galleons. I sunk them all, because I'm
 like that. Who needs to confiscate cargo when you know the secret of
 the Six-Month Money Machine?

 If you use ten Tekkousens, the finest boats from Japan, you can reliably
 do the route twice a year, with time to take care of some business in Europe
 and the Mediterranean. If you want the highest profits possible, you
 need a tax-free permit and you need all the cities on your route to be
 solidly invested-in. For hyper-profits, I usually leave Europe in early
 April or early October and go straight to East Africa, making a few stops
 along the way for food and to sell the Glass Beads for a profit in West
 Africa. Selling Silver for a loss, or only a small profit, is the key to
 the whole enchilada. When you depress the prices of Gold by selling enough
 Silver, you can make over 1500 gp profit on every lot. Wow!

 A tax permit bought in Europe on April 1st will expire on October 1st. To
 maximize a six-month trade route, go Europe-East Africa-Nagasaki-East
 Africa-Nagasaki-East Africa-Europe, selling Glass Beads and Silver for Gold
 in Africa, selling Gold for Silver in Nagasaki (using Silver purchases to
 make them buy Gold at 1350 gp), then back to Africa to sell the Silver for
 more Gold. Selling the Japanese silver in Africa will only net you about
 50 gp or less per lot, but the profits when you bring the gold back to
 Nagasaki are about 1200 per lot, a damn good trade-off. Each leg of this
 itinerary should take you about 1 month, if you have Teks or La Reales or
 well-captained Frigates.

 Unfortunately, Full-Rigged Ships are just a little too slow. It takes them
 about 7 months to do the cycle, which throws everything off track because
 you either have to leave Europe with a Tax Permit that won't last you the
 whole trip, or you have to visit Nagasaki only once per cycle, and have a
 month of wasted time every half-year hanging around in Europe waiting for a
 fresh Tax Permit. This lost time makes the Full-Rigged less profitable,
 despite its huge holds and despite the fact that it's a kick-ass boat. I
 got to admit that I always keep a fleet of Full-Riggeds as my War Fleet,
 docked half in Lisbon and half in Seville. With maximum Carronades and
 Goddess figureheads, they rule the waves.

 Speaking of moored ships, as soon as I'm at the point where I can afford
 it, I customarily build the following fleets as an insurance policy against
 whatever the game may throw at me:
  War Fleet: 10 Full-Riggeds in Lisbon (5) and Seville (5), outfitted with
   300 crew bunks, max guns, Goddess figureheads.
  Explorer Fleet: 10 La Reales in London (5) and Amsterdam (5), outfitted
   with no guns and 40 bunks, Goddess figureheads.
  Trade Fleet: 10 Tekkousens in Genoa (5) and Istanbul (5), outfitted with
   50 bunks, no guns, Goddess figureheads.
 Obviously, I fill the holds of every moored ship with Gold, so I have a
 multi-million-gp nest egg that cannot be touched by any disaster or
 misfortune.

 If you leave Europe on April 1st and time it right and don't dawdle, you can
 do the route from Africa to Nagasaki twice before your tax permit expires.
 You can then return to Europe to renew your permit, but now with a load of
 gold worth 15 million at Lubeck (with 10 Tekkousens full of gold), and be
 ready to buy a new permit on October 1st.

 This six-month cycle can net you over 60 million gold pieces each time, with
 good luck and the right crew on the right boats. That's a billion gold
 pieces every eight years, which is more money than you could ever hope to
 spend, even if you had every barmaid in the world begging for trinkets.

-----------------------------------------------------------------------------
 12.a Trade Routes
-----------------------------------------------------------------------------
 It's like, everyone knows that you can make some money with the Istanbul-
 Athens route. But what are really profitable routes that make you a
 billionaire in no-time. Well, check these out yourself and add some if
 you'd like. maiic_groels@hotmail.com (again, if you didn't know yet)

 ^O^ Genoa-Madeira aka The Expensive Metal Route (by Daniel Kee)
 1. Buy Silver in Genoa, buy in a lots of 50 (The magic number ;)
  - Buy until the market rate is maximum (150%)
 2. Sell at Maderia or any other port in West africa
  - First you need to invest so Gold is available in Market.
  - Sell the Silver in lot of 50 (The magic number again)
  - Sell until the market rate is minimum (50%)
  - Buy the Gold as much as you can at one time.
  - Sell Silver until the market rate is minimum (50%)
  - Buy the Gold (at 400-420) as much as you can at one time again.
  - Repeat until cargo is full.
 3. Sell gold in Genoa.
  - Sell the Gold as much as You can at one time.
  - Buy the Silver in lot of 50, get the market to 150%.
  - Sell the Gold as much as You can at one time (max is at 1500).
  - Buy the Silver in lot of 50, get the market to 150% again.
 4. Repeat and get rich very fast!
    Well, the funny thing is the silver selling is always losing...
    But the large profit margin of sell gold can cover the lost. Let say you
    got cargo space of 400, earn profit around 900. Per trip you'll get
    400x900=360000. Very profitable route eh?
    Initial cost will be: Intital around Gold 420x400=168000. Invest of
    4-5 times to get gold = 5x50000 = 250000 Total up to = 418000.

 ^O^ Lisbon-Madeira-West Africa aka The Cheap Route (by Daniel Kee)
 For start off, with a small ship of cargo space of 60-80...
 Buy olive oil at Lisbon and sell off at Madeira. This is a good trade.
 But by the time the Olive Oil price is around 2x the price of sugar
 (economical value also contribute to the factor of market be able to cope
 with the flow of trade volume), so the market price of sugar will drop a
 lot. You can buy sugar and sell it in any other West Africa port (actually
 selling sugar at these port is around 60+, being a better price than around
 40+ at Lisbon & ports around Iberia) to balance it off. No initial
 investment cost.
 The inital money to start will be oliveoil 80x34=2720, sugar 80x20=1600.
 Profit margin per turn = (40x80 + 60x80) - 2720 -1600 = 3680
 a very good trade route for beginners...
 Also the trade route for Rock Salt and Porcelain is good, but for just
 around 20 turns.
 The profit margin per turn =
 ( 60x80 + 130*80 ) - ( 110*80 + 35*80 ) = 3600 almost the same...

 ^O^ Istanbul-Athens aka The Grandpa Route (by Daniel Kee)
 Ah... who can forget the Good old carpet and Art trade?
 But anyway, there is a lot of money involved...
 Let say ship cargo at 80... Means, Profit margin is
 (400x80 + 330x80) - ( 215x80 + 310x80 ) = 58400 - 42000 = 16400
 The initial fee to reach this profit is 42000 gold...
 at the beginning of the game, you can't do that...
 you can make your money grow faster by buying and selling other lower
 price but profitable items like copper ore, woods, & etc with fish,
 grains & etc... But You can use the market influence to make the margin
 even bigger : (remember the magic number "50"?) I prefer Istanbul at 150%
 and Athen at 50% Profit margin is about :
 (550x80 + 240x80) - ( 265x80 + 165x80 ) = 63200 - 34400 = 28800
 (Actually there is a balance somewhere that both side will profit and the
 profit margin at maximum but you'll have to experiment on it... The figures
 above is just a guide line, it might not be secure for every game.
 This method will cause one of the port to be at 50% so the food and ship
 building cost will be minimum. The reason I prefer Athens at 50% is :
 1) Athens have potential to reach maximum industry and economy value.
 2) I prefer to sell item at Highest possible price.

 ^O^ Amsterdam-Timbuktu aka Mosquito->Elephant Route (by M.D. Muff)
 You start off with Glass Beads at $2-3 in Amsterdam and take them to
 Timbuktu (Africa) and sell them in lots of 50 or 100 depending on the
 capacity you have available, for around $25-30, and this drops the market
 rate, also the market rate can never go below 50%, so you will always be
 making a profit off your Glass Beads. Buy as much Gold as you can carry,
 do this for each ship, emptying your Glass Beads in exchange for Gold, and
 take it back to Northern Europe for huge profits.
  Need: Large capacity for trade. I used Otto Baynes for this and I had (1)
 Frigate and (5) Barges for the trip, using the Firgate as a supply ship and
 the Barges filled with cargo. I started off with around 25 gold bars. The
 trip takes about 20 days down and 20 days back and I ended with 1,034 gold
 bars after two (2) trips.
  Note: Works best when you have a Tax-Free Permit for Holland (from Antwerp
 $10,000) and a Tax-Free Permit for what-ever country you are from. Would
 work best if you were Ernst, but any character can make around 1,000 gold
 bars with-in 2-3 months.

 ^O^ Santa Cruz-Lubeck aka Become Huge While Staying Small Route
     (by Edwin Spence)
 In the beginning, scoop up Santa Cruz, a small, neutral island port on the
 Westcoast of Africa. It might not look like much but after investments of
 max. X3 (150,000 gold) it sells gold. With La Reales at first and later
 Frigates, you can make the trip from Lubeck to Santa Cruz in under 20 days,
 with a 50 crew/100 water/100 food and 200 cargo La Reale/400 cargo Frigate.
 This equals to an unbroken trade run exchanging silver for gold. If you
 can tweak the market with a few double buys of silver, you can get silver
 for 140 with bargaing and sell in Santa Cruz for 160. The real money maker
 is the gold though. I was buying at 460 and selling at 1150. Because it
 was metal for metal, the market never went berserk and the trade route
 could be ran for ever. In three months with 4 La Reales and two Frigates,
 I made 5 Million. I have no idea what you could do with a full fleet of
 fully rigged ships but the potential would be huge. Because I am a chicken
 I ran the fast Frigates but I had plenty of provisions left both ways. With
 100 crew, 200 food and water, no guns, I figured you would have 700 for
 gold and silver. Times ten, 7000 X 690 profit on gold, it would be
 4.8 million and more in a 40 day unbroken trip. You would be filthy rich
 in two years.

 ^O^ Rio-Lubeck aka Alternative 1000 Ingots Metal Trip
 It is possible to get about 1000 ingots during one trip. But there are
 some requirements to achieve this:
 *you should have 10 Full-Rigged Ships - all of them with minimum crew
  and minimum guns (eg. 0)
 *you should have as high rank as possible (the higher the rank, the bigger
  the profit will become)
 *recommended to have a tax free permit
 *Lubeck and Rio de Janeiro should be allied with your nation
 *you should have some money to start with (500 ingots)
 *the economy rate in Lubeck and Rio should be high enough that they sell
  respectively silver and gold

 Start in Rio. First buy the supplies to make it to Lubeck. Go to the
 market of Rio. Buy as many gold as one ship can take (1000). When you
 check the market rate for jewelry, it will be above 100%. So sell 100
 pieces of gold - the rate will drop. Now continue selling 100 gold pieces
 till you're out of it.
 The market rate now is around 70%. Again fill one ship full with gold.
 Repeat the procedure above, by selling 100 gold lots each time. The market
 rate is now 50%, and can't go lower. Now, the gold is very cheap. But
 there's more. Here we go:
 The trick is to keep the price of gold low. And when you have filled one
 ship with gold, the market rate will increase 4%. But this can be
 decreased by selling 100-200 lots of gold. So, fill one ship with gold
 (let's call this ship 'first') and see the market rate go to 54%. Sell some
 lots (100-200) to let it drop till 50% again. Now fill the second ship.
 Then the rate will increase, so sell some of the gold on 'first'. Do this
 again and again, so that ship 'first' will get empty. Now you have 9 ships
 of gold and one with supplies. Save here, in case pirates attack you and
 will be in history books over the world :)

 Go to Lubeck in Northern Europe. This port is the best, because the buy
 gold for the highest price. And it sells silver. Unload every water and
 food you still got and buy 100 lots of silver. Buy 100 lots again and again
 till the ship is full. The market rate now should be 130%. Now, sell ALL
 your silver at once and repeat the buying procedure till the market rate
 is at 150%. The price for gold should be around 1600 per lot. When you have
 sold all the gold from one ship (at once), buy 100 lots of silver, to get
 the market rate at 150% again. Repeat this, till none of the ships has got
 any gold. Count your profit :)

 Buy one ship full with silver and go back to Rio. Let the rate drop till
 50% and repeat everything. You've got 1000 ingots profit.

 ^O^ Hamburg-Oslo-(Copenhagen) aka Short East Sea Route
 Buying dye in Hamburg, sell it in Oslo and buying Wood there. Back to
 Hamburg, and sell the Wood. It’s also good to buy Glassware in Copenhagen
 after dropping the price by selling Dye and Wood. Those three comodities
 are in the same category (Other), so you can enjoy the rise and the fall
 of the price for my benefit.


-----------------------------------------------------------------------------
 12.b Trade Chart
-----------------------------------------------------------------------------

 This nice chart has been set up by Chris Bzik.

Item	Iberia	N.Euro	Medit.	N.Afr.	Otto.	W.Afr.	E.Afr.	M-East	India	SEAsia	FarEast	C-Amer.	S-Amer.
Clove	140	160	150	145	110	45	25	30	12*	3	30	55	50
Cinnam.	120	130	120	110	150	40	20	28	10	2	40	45	50
Pepper	80	140	120	100	75	40	20	23	5*	2*	50	30	35
Nutmeg	95	110	100	95	90	45	25	18	13	3	45	40	45
Pimento	60	55	70	65	60	45	20	40	15	2	3	5*	6*
Ginger	55	70	65	60	65	40	20	35	13	2*	10*	30	25
Sugar	45	49	48	50	50	60	65	50	70	70	90	80	85
Cheese	20*	15*	40	35	15*	45	45	35	15	12	20	45	50
Fish	10*	10*	10*	10*	35	5*	7*	20	15	5*	2*	7*	10
Grain	32	8*	8*	25	7*	50	55	15	4*	4	5	35	15*
OlivOil	10*	38	15*	12*	42	60	15	5*	8	10	7	30	25
Raisins	22*	58	20*	40	15	30	35	10	45	45	70	35	30
R.Salt	65	65	65	45*	20*	22	6*	12*	5	6	5	15*	50
CottonC	40*	35*	65	65	60	75	80	14*	30	38	40	85	83
SilkC.	220	260	200	120	180	80	80	110	85	42	30	90	88
WoolC.	70	90	65	45	90	15	20	22*	60	42	70	20	18
Velvet	50*	90	75	65	95	85	80	115	220	40	310	70	68
LinenC.	25*	65	30*	35*	60	17*	70	65	18*	32	15*	65	67
Gold	1000	1100	1000	900	1000	300*	150*	950	1050	1020	900	250	270
Silver	240	260	240	240	200	180	170	170	180	190	200	140	100*
Art	400	400	400	300	400	80	70	320	200	100	80*	120	130
Carpet	300	350	300	170	150	110	120	30*	35	45	52	105	100
Musk	120	130	120	100	140	60	55	120	130	65	140	35	43
Perfume	110	130	100	120	120	90	95	28*	135	35	160	50	62
Vanilla	220	250	200	180	280	10	10	15	12	12	320	70	70
Tea	200	220	200	180	160	20	15	90	8*	6	8*	25	30
Coffee	5	4	5	320	340	15	12	15*	6	5	5	30	20
Cacao	105	110	95	75	85	10*	10	5	5	5	5	20	15
Silk	180	240	160	110	140	37	27	100	75	40	50	40	37
Cotton	50	20*	15*	40	40*	45	55	5*	10*	16	18	50	50
Wool	75	60	25*	30*	60*	10	8	15*	20	18	23	15	12
Flax	40	40	42	10*	30	14*	10*	30	3*	20	14	20	25
Coral	280	285	265	270	300	80	60*	80	70	20*	55	70*	100
Amber	300	305	320	300	300	90*	120	310	290	210	250	280	270
Ivory	280	290	280	260	290	45	40	70	90	120	300	120	110
Pearl	310	320	300	270	240	70	75	60	40	35	30*	105	95
TorShel	120	130	110	80	85	15	50	65	20	10*	20	40*	30*
Copper	180	170	175	160	60*	30	40*	75	30*	70	50	40	42
Tin Ore	100	110	90	95	100	20	25	60	55	25*	35	22	22
IronOre	190	70*	185	170	190	35	35	120	130	50	140	35	30*
GlassB.	2	2	2*	2	2	50	100	2	2	2	2	2	2
Dye	50*	130	125	100	50*	60	20*	120	140	20	200	15*	20
Porcel.	120	55*	130	110	100	40	30	35	200	40	12*	50	50
GlassW.	230	220	230	230	230	50	105	35	300	95	450	50	50
Arms	100*	100	100	100	100	140	160	240	230	190	70	180	170
Wood	130	100	125	100	40*	20	25	120	22	18	15	28	30


 ^Explanation goes like this^
 This list provides you the 100% (maximum) selling prices for a product in
 that particular area. Example: Clove can be sold for 140 anywhere in
 Iberia per lot. If there's a asterisk (star) after the price it means you
 can also buy the product in that area. Example: Cheese and Fish are sold
 in Iberia (keep in mind, that you may need to invest to actually buy it).

 Important thing is: specialty items. Like, Art from Athens. Although this
 list lets you know Art can be sold in the Mediterranean for 400 per lot,
 this CAN'T be done in Athens, as it is a specialty product.
 For a list on specialty items, check the Ports list, in section 7.

 The main usage for this guide is when you're traveling from A to B, and
 you want to trade around with the goods. Let's say you go from S. America
 to SE Asia. You can check what is sold expensive in SE Asia, and then get
 that in S. America.
 Keep in mind that these aren't BUYING prices, but SELLING prices. So the
 buying prices will be some higher than the selling prices of the items.

-----------------------------------------------------------------------------
 12.c Investing
-----------------------------------------------------------------------------

 Investing your hard-earned cash in a port sometimes seems like a waste of
 money. Actually, it is one of the most important things you can do in the
 game for long-term success. Investing in a port's Industry has the following
 benefits:

 The Port Industry level goes up one point for every 300 gp you give, up to a
 maximum of 50,000 gp per month, which nets a gain of 163 points. 49,800 gp
 gets the same result, so save yourself a few bucks.
 The city's favor towards your empire increases, which can have a snowballing
 effect of good things if the port allies with your king.
 If allied, you get lower prices in the port, and the economic power of your
 king gets greater, which increases the size of the gifts he can bestow on
 you.
 Your Fame goes up and this can attract the attention of your king,
 progressing you along your scenario and gaining you social advancement.
 The vulnerability of the port to foreign investments luring it away from
 your king is reduced. 10,000 gp invested in a port at 100/100
 (Economy / Industry) has more influence over their favor than the same
 10,000 gp invested at a port which is 500/500, and even less at a
 1000/1000 city.
 The port will offer a better class of ships, both new and used. Every port
 shuffles their stock of used boats at the end of every month.
 The port can offer higher quality figureheads and guns.

 Investing in a city's Economy has most of the benefits above, as well as:

 Your Fame in Trade goes up, which increases your Charm, which gets you
 better prices at every marketplace around the world.
 The port will offer more commodities for sale, and will run out of their
 specialty less often. It is a rude surprise when Athens runs out of Art.
 The city's economy will recover more quickly from the effects of your
 trading.

 The maximum economic strength rating a country can have per region (this
 is if every country in the world is at 1000/1000 and 100% ally to your
 home country):

  Europe -- 9195 (playing as Portugal)
  West africa -- 3000
  Middle east -- 3000
  Southeast Asia -- 8000
  New World -- 5000
  East Africa -- 3000
  Middle East -- 3000
  Far East -- 6000

 If you invest a lot in each area, eventually the computer will give up
 investing partly. They will give up America, East/West Africa, Far East
 and Northern Europe (this one with a very little exception).
 The Mediterranean will be of every country's main interest, but the Middle
 East, India and Southeast Asia are also being invested in.
 What's very strange is that it is your OWN country that is not investing
 in any port, except for Mediterranean ports. It seems like your country
 doesn't see the challenge anymore, since there is no urge. They only seem
 to be competing for the Mediterrenean.


-----------------------------------------------------------------------------
 13. Incredibly In-depth Trading
-----------------------------------------------------------------------------

 Section completely done by Sacly Lizard. Maybe it is a little TOO in-depth,
 but you can see/read for yourself. Just check it out if you are keen on
 money or already have everything done in the game. Anyway, it'll get you
 the ins and outs of the economy in UW2:NH


-----------------------------------------------------------------------------
 13.a Early Game
-----------------------------------------------------------------------------

 (The rest of this all is done by Scaly Lizard)
 OK, with that out of the way, let's look at the trading system in
 Uncharted Waters: New Horizons in a bit more depth, and learn how you
 can squeeze it for cash. You start with some cash, but not even close to
 enough to make Idin Leis interested in you. You have to get more, and you
 can't do it by piracy right out of the gate, unless you have a suicide wish.
 Make sure to visit every building in your home capital multiple times until
 no one offers you any more money, except if you are Ali, in which case you
 don't want to take cash from the innkeeper, so you'll get a cat instead.
 Try to buy another boat as soon as you can. If you came here for a quick
 fix to get your young commodore financially fluid, here are the best Early
 Game trade routes for each character:

  Pietro:
 Ragusa - Buy Dye
 Venice - Sell Dye, Buy Glassware
 Ragusa - Sell Glassware, Buy Dye

  Ali:
 Istanbul - Buy Carpet
 Marseilles - Sell Carpet, Buy Perfume
 Athens - Sell Perfume, Buy Art
 Istanbul - Sell Art, Buy Carpet

  Joao and Catalina:
 Lisbon - Buy Salt
 Bordeaux - Sell Salt, Buy Raisins
 London - Sell Raisins, Buy Wool
 Amsterdam - Sell Wool, Buy 1/2 Iron, Buy 1/2 Glass Beads
 Lisbon - Sell Iron, Buy Salt
 Madeira - Sell Glass Beads, Buy Sugar
 Lisbon - Sell Sugar, Buy Salt

  Ernst and Otto:
 Same as for Joao and Catalina, but you should start the cycle by buying
 Wool in London.

 These routes should allow you to break out of the Caravela Latina you've
 been dragging around in, and at least get you up to a few Naos or Carracks
 with a decent figurehead.

 The best trade route depends on how far along you are in the game.
 Athens-Istanbul is a great way to make early-to-midgame cash.
 Sugar-Perfume-Wool is a good trade route for stability and long-term
 profits, even if the margins are lower per lot. Gold is the ultimate
 commodity and the trade in it must be joined as soon as you can. The thing
 you need to understand is how and why a trading route becomes unbalanced,
 and the best ways to keep a trade route healthy.

 As a general rule, making as many stops as possible is better for profits,
 until you are trading in goods which are valuable enough that express trips
 between ports yields bigger profits.

 Buy as much as you can of the initial commodity for your character as listed
 above. The basic idea is to enter into a trade route that will be profitable
 enough for you to build a crew and fleet strong enough to carry you into the
 midgame phase of your scenario. If you start the game with the Eastern
 Routes (Athens-Istanbul-Marseilles and Venice-Ragusa), then by the time you
 exhaust these routes you should be able to move to the Western Route with
 3 to 5 boats. By the same token, if you start out riding the Western Route
 (Lisbon-London-Amsterdam-Etc.), then when this route gets unprofitable,
 you should be able to score big on the Eastern Routes with 3 to 5 boats. If
 you're Ali, then you will find that the Art/Carpet racket gets out of hand
 quickly. Prices get whacked and you are no longer able to make a profit. Take
 a break for a few months and work Pietro's route, to let Athens and Istanbul
 calm down. The same in reverse holds true for Pietro's scenario. The idea is
 to mix it up for maximum profits over the long haul.

 If you are working the Western Route out of the gate, then you are advised
 to start the cycle in either Lisbon or London, and outfit your ships to be
 able to sail for ten days. Starting the route in Amsterdam (by loading up
 with half Iron and half Glass Beads) tends to throw the route out of kilter
 faster than a start in London or Lisbon. You will need 10 days of sailing
 range to reach Madeira, which is straight southwest from a point on Iberia
 just North of Lisbon.

 When I say "throw a route out of kilter" or when I talk about exhausting
 a route, I am expressing the essence of trading in
 Uncharted Waters: New Horizons. When you sell a commodity in a city, their
 buying and selling prices go down. When you buy a commodity in a city,
 their buying and selling prices for every commodity go up. This effect
 applies double to other commodities in the same category as the one you
 are selling or buying. Thus, if you sell 50 lots of Glass Beads in Madeira,
 the price they charge for Sugar goes down a bit, but if you sell 50 lots of
 Rock Salt there, then the price for Sugar goes down much more.

 Of the commodities that can be sold or bought in the world, only a few are
 available in each city. The more you invest in the economy of a city, the
 higher the Economy level will go, and thus they will sell more commodities.
 As a port's Economy level goes up, its economy will recover faster from the
 effects of buying and selling. By this I mean that all accounts are settled
 at the end of each month. It is at this time that the effects of your
 investments will be applied to the city's Industry and Economy. At certain
 tresholds, more commodities will be offered and better ships and figureheads
 and guns will be available. Also at this time, the prices for every commodity
 will readjust back towards the "normal" level of 100%. Depending on how much
 trading has gone on in the port in the past month, this process of
 readjustment may take only one month, or several months. This is the basic
 drawback of the Athens - Istanbul route. The two cities are so close to each
 other that you can make the trip many times per month, and the route as a
 whole cannot possibly readjust faster than you can pump money out of it.

 In a way, this facet of the game is one of the subtle things that make UW:NH
 highly replayable. If you sell lots of Art in Istanbul, then the buying
 price for Art will go down. Simple enough. If everyone in Istanbul is
 selling Art nowadays (Art which they bought from you), then the price of
 everything else in Istanbul will go down, including Cotton and Dye. But
 the price for Carpet will be affected more. Unfortunately, there is simply
 not enough demand for Art in Istanbul itself to absorb the huge shipments
 you can run over from nearby Athens. This means that the Turkish merchants
 must work their own internal trade routes to get rid of the Art you bring,
 perhaps by dispersing it out to the Balkans or Syria (places that you can't
 go), and this process takes time. When you sell 1000 lots of Art to the
 merchants in Istanbul, a month later they may still have 600 lots in
 stock, waiting for buyers in the Caucasus to show up. Of course, they will
 be less interested in another 1000 lots of Art. If the city is left alone
 for several months, then the price index will creep back to normal, but
 you don't have several months, do you? Since Istanbul is a capital, you
 cannot invest in it to help the economy repair itself. You can only pump
 their buying price for Art up again by purchasing other commodities.
 Fortunately, Carpet is in the same category as Art, and happens to be
 Istanbul's specialty.

 Finding a pair of cities whose specialties are in the same category opens
 the door for market manipulation on a grand scale. The price you pay for a
 commodity depends on your social status, the price index of the city, the
 skill of your bookkeeper, whether you have a tax permit and your luck, but
 by buying and selling other commodities you can more directly manipulate
 the prices at a marketplace. If you buy 1000 lots of Art in one transaction
 at Athens, the price for Art will jump, and their buying price for Carpet
 will jump accordingly. A purchase or sale of as little as 50 lots, though
 smaller, will affect the prices of commodities almost as much as a whopping
 1000-lot transaction. With 4 or 5 50-lot purchases of Silver in Lubeck, for
 example, you can drive the price that they will pay for Gold through the
 roof - to 1650 gp per lot! Thus, it is easy to see that by a series of
 small Carpet sales in Athens, you can drive the price you'll pay for Art
 way down. Sometimes it is to your advantage to take a loss on 200 lots of
 Carpet to reap huge profits on 2000 lots of Art. The trick is to find the
 balance point that will keep a trade route healthy.

 In the case of Lubeck, you do not care about the economic health of the
 city. You are not interested in buying Silver cheaply; you just want them
 to pay through the nose for Gold. Most of the time, however, you have to
 take into account the stability of the markets in the cities on your route.
 Say you have a cargo capacity of 100 lots. If you go to Athens and load up
 on Art at 360 gp per lot, you are pumping 36,000 gp into the local economy.
 When you trade it at Istanbul for Carpet at 254 gp per lot, you are only
 putting 25,400 gp back into the local market. Obviously, filling your fleet
 to the brim at each port puts the Athenian economy out of whack faster than
 Istanbul's. To make matters worse, the Port Economy of Athens starts out at
 only 640, which means it will take longer for the city to absorb the
 shipments of Carpet you sell there. Both of these factors (price of Art vs.
 Carpet and the differing Economy levels) make the trade route very
 unstable.

 We now see that even though Art and Carpet are in the same commodity
 category, and even though they are the specialties of their respective
 ports, this route is still not a one-to-one trade. Add to this the fact that
 your profit margin is high on this route, which means that you can increase
 your cargo capacity very quickly, and you are on the road to disaster.
 Athens will often run out of Art to sell to you, until you have invested
 the Port Economy up quite a bit. You will have to take a loss on more and
 more lots just to keep your profits at an acceptable level. In short, you
 see rapidly diminishing returns as you increase your carrying capacity.
 This is what I mean when I call a trade route "out of whack".

 An example of a one-to-one trade route would be buying Cotton in Amsterdam
 at 54 gp per lot, selling it in London, then loading up on Wool in London
 (in the same category as Cotton) at 54 gp per lot, then selling the Wool for
 a profit back in Amsterdam, then rinse, repeat. Since Amsterdam pays 60 gp
 per lot for Wool, this would seem to make a tidy profit for the beginning
 trader. The cities are very close to each other, the prices are low enough
 for a poor character with only a small boat to break into, and the profits
 are steady. Amsterdam and London are also equals in Port Economy (700 and
 720), so this is the perfect early game trade route, right? Unfortunately,
 no. The catch is that London also sells Cotton, for 54 gp per lot, and thus
 pays very little (20 gp) for imported Cotton. Even if you buy many small
 lots of English Wool to drive up their demand for your Dutch Cotton to the
 point where you make a profit on it, the premium you pay for Wool at the
 now-expensive Thames docks wipes out your earnings. If London did not sell
 Cotton, then this would indeed be an ideal and nearly inexhaustible trade
 route. Oh well, back to the drawing board.

 There are over two dozen economically perfect one-to-one trade routes in the
 game, but none are good for the early game because:
  -the distance between the ports is great, or
  -profits are low (10 gp per lot or less), or
  -one or both ports must be heavily invested in to produce the desired goods,
  -or they are located in Asia or the Americas, where nobody sells good boats.
 In fact, they aren't so good for the middle or late game either, because you
 have better things to do than chasing down exotic routes that deep into
 the game.

 The best early game trading strategy is to run either the Western European
 or Eastern Mediterranean route, depending on your character, building to
 about 3 - 5 ships with 500 to 1000 lots of cargo capacity, then switching
 to the other route, which so far is untapped. This should earn you enough
 cash to upgrade your fleet considerably.
 Each of the two beginning routes (excluding Pietro for the moment) has
 unique advantages and drawbacks. The Western Route involves much more
 sailing, which lets you and your crew rise in Navigation level and other
 Abilities, and the time you spend shuttling between ports lets the ports
 on your trip recover their economic health naturally month by month. The
 profits per month are lower than the Eastern Route, but it keeps you near
 Antwerp and Bordeaux, which are cities that you will want to have invested
 up to 1000 in Economy and Industry by the time you reach the midgame.
 Other drawbacks are that you need to keep more space available for food,
 and you visit 3 capitals, so you need to be nice to at least 2 rival
 empires. When Otto, Catalina, Joao or Ernst get to 500 - 800 in cargo
 space, they should go plunder the Eastern Route.

 The Eastern Route yields greater profits per month, but as we learned above,
 it is very unstable. It can be done with used boats that are cheap, fat and
 slow, but doesn't give much experience to you or your mates. If you need to
 let Athens and Istanbul cool off for a while, you have many options, like
 involving Marseilles or Beirut in the circuit, or doing the Venice - Ragusa
 run for a while. Pietro should do this right away, then join the Art for
 Carpet trade when he gets up over 100 in cargo space. When either Ali or
 Pietro gets up to 800 to 1000 in cargo capacity, they should go do the
 Western Route and should be in a position to pour some cash into Antwerp
 and Bordeaux to prepare for the midgame.


-----------------------------------------------------------------------------
 13.b Midgame Game
-----------------------------------------------------------------------------

 To know when you are ready to graduate into the midgame, you should have a
 set of goals. No matter where you begin your scenario, this is a good set
 of goals to have in mind for moving from the early game to the midgame:

 6 or 7 quality mates, a good mix of bookkeepers and gunners.
 5 or 6 well-built (not used) La Reales from Antwerp or Bordeaux. The La
 Reale is a good fighter and trader, and it excels at running away too.
 Antwerp and Bordeaux invested up to 1000 in Industry and Economy.
 If you arm your ships, don't bother with anything less than Cannons. If you
 can't afford Cannons, then don't fight: run away until you can buy Cannons.
 Figureheads should be upgraded to at least Dragon.
 If you're going to war, have 200,000 gp in cash and you should have A-level
 or *-level armor and sword.
 If you're going trading, you should have 1.5 million gp (150 gold ingots),
 and you should know where to get a tax permit.
 If you're going exploring, you should have 500,000 gp.
 You should not owe money to anyone anymore.

 The midgame is when you decide whether you will concentrate on piracy, trade
 or adventure. The wise commodore combines some of all three while
 concentrating on one talent. You must also now decide whether you want
 to romp through your scenario to complete the game as soon as possible,
 or if you want to try to play the game as if you were trying to take over
 the world. If you have achieved the goals above, you will have the means
 to get as much cash as you need for any task, whenever you want, by using
 the Gold trading techniques of the Money Machine.

 If you are trying to rebuild the world as to shape the approaching
 Renaissance in your own image, then see the World Domination section.
 Either way, when you have graduated to the midgame, then you are primarily
 interested in advancing your scenario, which means three things: fetching
 things, fighting people and building your empire. There is no better way
 to gain the attention of your king than winning cities to his control. This
 gets you social ranking, which propels you along your scenario. You need a
 fleet ready for anything, and the La Reale is the best boat there is for the
 tasks in the midgame. End of Argument.

 Not only is the La Reale the second-fastest boat on the planet, but also
 with a cargo hold that can be over 400 lots, she can take you where you want
 to go and pay for herself along the way. The only drawback to the La Reale
 (the ONLY ONE) is that she can hold only 40 guns, if you're thinking of
 making trouble. Actually, 40 guns ain't bad, since the La Reale can always
 just run away if you get into a tight spot in combat. Available in Nantes,
 Bordeaux, Scandinavia and most Baltic Sea ports, the La Reale is quick,
 maneuverable, and low-maintenance. The low minimum crew makes it ideal for
 long voyages, making exploration a snap. The fact that she sports both
 sails and oars doesn't leave you at the mercy of the currents or winds,
 which is helpful for digging into coastal nooks and river systems. The
 cargo space speaks for itself, and the speed also makes up for captains
 who are, shall we say, not so sharp a tack, making the La Reale perfect
 for training mates.

 Midgame trading is largely dictated by your king, as you try to make money
 while finishing the tasks, which drive your scenario. If you are sent to
 pick something up in SouthEast Asia, fill up on Cinnamon in Malacca, which
 can fetch 130 gp per lot profit in Europe. Coral from Amboa or Nutmeg from
 Banda can bring good money. If you are sent to the New World, bring back
 Vanilla from Caracas or Havana, or Gold from Rio de Janeiro or Veracruz.
 When you have enough money to keep 1,000,000 gp in the bank, you can
 support a fleet of 10 ships with a crew of 500 indefinitely as long as
 you can visit a bank once a month to collect interest. But while you can
 reach a food/crew equilibrium at 1 million gp, you will still need cash
 from trading to upgrade your fleet.

 I suggest that you trade during the midgame to get enough money to build and
 outfit a fleet of Frigates from Antwerp. Set them up with maximum guns, and
 go raise some hell. When your Fame in Piracy is as high as you need, moor
 the Frigates and take the La Reales out for some speedy adventuring. When
 you need to trade, it should depend on your scenario's demands. If you need
 raw cash, work the Money Machine while working on a fleet of Tekkousens. If
 you want ultimate Piracy Fame, trade just enough Gold to get the best fleet
 and armaments, then let the profits of privateering sustain your expenses.
 When out adventuring, head back to Europe every six or eight months to cash
 in your discoveries and the goods you have found around the world. Here are
 some things that are worth bringing back to Europe:
  Vanilla from Caracas and Havana
  Gold from Rio, Veracruz and East Africa
  Musk from Mecca
  Amber from Aden
  Ivory from Mogadishu, San Jorge, Timbuktu and Sofala
  Silk Cloth from Chang-An and Sakai
  Silk from Zeiton
  Pearls from Sakai and Zeiton
  Art from Hanoi and Nagasaki
  Cinnamon from Ceylon and Malacca
  Nutmeg from Banda
  Clove from Dili and Ternate
  Pepper and Tea from India

 The midgame is for taking time to hire mates wisely, gathering various
 serious "power boats" into formidable fleets, putting money away into
 untouchable resources, advancing to high rank in the Court and getting
 your credentials as an adventurer and warrior together. You should be
 building a base of experience among your crew by rotating them into and
 out of various commands, so that when you finally get up to ten Tekkousens,
 you have at least nine mates with enough experience to handle them. Trading
 works into this overall strategy by making you money while you are doing
 tasks, and making you more money when you are waiting for your king or your
 scenario to contact you.

 In sum, worldwide trade involves the cities mentioned above for the best
 profits. You can achieve more in the midgame by running a fleet of La
 Reales, and storing a fleet of 5 boats (large used and cheap) in Istanbul
 for whenever you need a quick cash infusion in the European Theater. When
 you are in War mode, and are planning on spending some quality time whacking
 every fleet you see, you should be hanging around Europe most of the time
 anyway, so plan on spending one month out of every year spent at War doing
 the Athens-Istanbul route. This keeps your fortune increasing for the day
 when you will be shopping for Tekkousens.

 As with the early game, the midgame must be spent laying the foundation for
 later stages. The rewards of the late game are great, but so are the costs.
 You should be starting to get some key cities throughout Asia and Africa
 invested up towards 1000/1000. You should be taking great care to preserve
 your luck by saving the game frequently and upgrading every boat to the
 Goddess figureheads. Speaking of Luck and the Goddess, there is a way to
 see your luck by visiting a fortuneteller, but she can only narrow it down
 to the nearest 25%. A more accurate way to judge your luck is to invest in
 Antwerp up to 1000/1000, and then try to buy figureheads at the shipyard
 there. Try it 1000 times. Add up the number of times that you are offered
 the Goddess figurehead. That is your Luck rating, on average. In theory,
 you can get a more accurate reading of your Luck by doing it 10,000 times
 and dividing the result by 10, but I have not done this.

 Just as there are signposts to tell you when you are entering the midgame
 and must adjust your strategy, there are guidelines for when you are
 graduating into the late game. You should have achieved the following
 things:
  You should have a social rank of Earl or better.
  You should control at least 10 serious ships which you had custom built
   brand new, and this doesn't include the La Reales. This includes
   Tekkousens, Frigates, Full-Riggeds and Barges.
  You should have at least 200 gold ingots at your disposal.
  You should have control (100% loyalty and 800/800 or better) of the
   following cities: Antwerp, Bordeaux, Lubeck, Athens, Madeira, San Jorge,
   Luanda, the Six Golden Cities of East Africa, Goa, Ceylon, Ternate,
   Nagasaki and Sakai.
  You should know where Capetown and Batavia are.
  You should have 12 to 13 mates with multiple skills, including a
   competent bookkeeper. Hire new random sailors with accounting and
   negotiation.
  Your boats with guns should only carry Carronades, and you should not
   have any figurehead lesser than the Goddess.
  You should be in the later stages of your scenario, i.e.: learning about
   Atlantis, finding Joao, building an orphanage, finding your sister, etc.

-----------------------------------------------------------------------------
 13.c Late Game
-----------------------------------------------------------------------------

 The late game affords two choices: you can quickly complete your scenario,
 or you can investigate everything the world of
 Uncharted Waters: New Horizons has to offer. If you choose to defeat the
 game quickly, you should not have a need to trade. Your midgame should
 provide enough cash for you to end the game whenever you like. If you
 choose to extend the game, however, you may find some interesting trade
 techniques that you can employ. Because the late game is either very short
 or very long, I'll concentrate on the long version to expose some of the
 deeper concepts about the trade system in UW:NH.

 If the game were strictly historically accurate, slaves would be a commodity
 available in West and East Africa. Thank goodness the programmers did not
 include such a commodity! But, the fact is that a lot of wealth was made
 on exports from Africa in the 1500's, so to model that part of the global
 economy, the game's designers substituted Gold.

 Diamonds may be a girl's best friend, but a Trader's best friend is Gold.
 The huge costs that you incur throughout the game to upgrade your fleet
 to La Reales then Galleons, then to Frigates then Tekkousens, not to
 mention the financial black hole of investing in Africa, Asia and the
 Americas are costs that can only be met by trading in Gold and Silver.
 Some West African and South American ports will sell Gold when coaxed,
 but the most reliable source is East Africa. In the Advanced Game, when
 you have decided to play the world instead of just playing a scenario, East
 Africa is the most important place in the world. All six cities of East
 Africa will sell Gold, once they get up to about 400 or so in Port Economy
 level. I haven't nailed down the exact Economy level yet, because I usually
 just want Gold, Now. While on investing trips before anyone'll sell you Gold,
 don't be afraid to pick up Ivory and Coral in East Africa, both of which
 will turn a tidy profit in Europe.

 Concentrate your investments on Mombasa and Mozambique, because they have
 banks, then in Quelamine and Sofala because they are closest to Europe. For
 a guaranteed invitation to the palace for a social rank advancement, invest
 a region (Middle East, SE Asia, India, Far East) into allegiance to your
 empire. Become a Duke as soon as possible. Finish out your fame in Piracy to
 50,000 by smacking the big pirates around. The capturing of cities by
 investment is an ongoing process that consumes simply enormous amounts of
 gp, and can only be financed through trade, not piracy. You need the power
 of Gold, and you need to leverage that power to make you rich.

 Do not underestimate the power of Tax Permits and social rank in trading. A
 Duke with a good bookkeeper and a Permit is going to get the lowest
 possible price, period. When trading in Gold, you need every advantage you
 can gain.

 You will want to run 10 Tekkousens ideally, and have one boat set up with
 no guns and the bare minimum crew, to maximize the cargo hold. It may be
 useful to store a Barge in Amsterdam and pick it up on the way to Lubeck
 when selling Gold in Europe. You want to use small purchases or sales to
 drive prices as far as they can go in your favor, and then use your biggest
 ship to make a huge transaction. For instance, a fully laden fleet of 5
 Frigates can use a Full-Rigged Ship to sell their cargo of Gold in only
 four transactions, limiting the number of lots of Silver, which you have
 to take a loss on.

 To make the Six Month Money Machine work right requires some tight sailing.
 You must know just where to turn South West from Iberia to hit Madeira, know
 just how far East of San Jorge you must go before turning due South East
 to hit Luanda, and how far North of Madagascar you sail before you turn
 North East so you'll hit India before you run out of food. Once you've got
 it down, though, you'll have enough cash to do anything. If you choose to
 delay the end of your scenario for whatever purpose, you enter the
 Advanced Game.

-----------------------------------------------------------------------------
 13.d Advanced Game
-----------------------------------------------------------------------------

 A common objective of the advanced game is to invest in as many cities as
 you can, to ally them with your king and increase their power to 1000/1000.
 I've shown you how to squeeze the Gold trade for huge cash, but if you want
 to go off investing for a few years, then I'd recommend that you pick up
 your fleet of La Reales. They are fast enough that you can run through
 hundreds of millions of gp (100,000 per city per month!) in a few years.
 Inevitably, you'll have to go back and hunt for Gold.

 During your long absences, rival fleets will have time to woo some of the
 town councils of your Mediterranean and European cities away. Politicians
 just don't stay bought, I guess. You need a rhythm to your game, a schedule
 for maximum effect. You may find that you can remain "in the field" for
 longer periods if you adjust your travel strategy. For instance, the
 developing world in Asia and South America require huge amounts of gold
 to lift them to respectability. You can remain in a position to hit SE
 Asia every month by splitting the region in half. Visit the eastern island
 cities once a month, while running some goods up to the Far East. Then once
 the eastern towns are up to snuff, run a route from the western cities of
 SE Asia and India. Nutmeg from Amboa or Banda sold in the Far East brings
 a good profit. Pepper from any SE Asian port will earn 50 gp per lot in the
 Far East. On the return trip, bring Silver from Nagasaki, which will earn
 150 gp per lot in SE Asia.

 Likewise, the Middle East is an area that requires much investment and lots
 of sailing to lift up. The region may be broken in two as well, with the
 Persian Gulf cities visited once a month, amidst a trade route from East
 Africa to India. India will pay well for Gold, just not as much as Europe
 and Nagasaki. Then switch to the Red Sea and Arabian Sea cities while
 maintaining the East Africa-India route. You'll get filthy rich, and
 possession of the Middle East as well.

 Of course, you could just gather up a ton of money and set up a route to
 visit each city in SE Asia or the Middle East once a month, but such a
 route to cover all the cities in South East Asia is very difficult. This
 means that you'll have to cut a couple of cities out, and spend the same
 five months getting them invested in. If you choose to visit a handful
 of cities, combined in a trade route, for five months, you get money to
 support the huge sums you have to drop into towns, and your crew gets
 lots of sailing experience, much more than making a stop every few days.

 If you want, you can do this with warships and sink any interlopers. The
 rhythm you should be in ought to allow you to grab about ten cities before
 heading back to tend to European matters. This allows for about a year
 between visits to your king. If you are wise, you'll time these visits
 to occur in March or September. When you have retaken some cities (they
 always go for Antwerp) and sold a bunch of Gold and you are ready to
 leave Europe, consider where you'll be heading. If you're going to get
 some of the Middle East, bring a load of Arms from Lisbon or Seville.
 If you're going towards the Far East, bring lots of Glassware from
 Copenhagen, which can bring 220 gp per lot in any Far Eastern city.

 When you are investing in South or Central America, Sugar bought in Jamaica
 or Santo Domingo can get you a 70-gp profit in any other American port.
 This is very useful, because Veracruz takes a lot of attention before
 they'll part with their Gold. When they do, though, you can easily set
 up a Gold-Silver trade route with Caracas, Rio de Janeiro, Pernambuco,
 Maracaibo, Cayenne, Cartagena and Margarita. Rio can also sell Gold, when
 their scores are raised up a bit. The fact that these ports are so widely
 distributed around the New World naturally lends itself to involving trade
 in your investing excursions, and you can still bring the customary load of
 Gold back to Europe when you are ready.

 There are so many cool things in the game that are historically accurate,
 like the effects of weather on sails vs. oars, and how the weather at sea
 changes in some areas in certain months of the year. Another one is that
 the best profits in trading are had by bringing odd things back to Europe
 and the Mediterranean. Spices, Pearls, Art, Vanilla, they are all valuable
 and sexy in Europe, but you really need to be carrying Gold when you return
 every year or so. The rhythm that works best for me when I'm trying to
 subjugate the world is a 12/6 rotation. Twelve months at sea in a route
 that gets ten cities, then six months around Europe, reinvesting and
 kicking butt.

 West Africa, well, West Africa doesn't seem to ever need attention. Just
 stop in a different WA town for food every time you round the horn, and
 dump 100,000 gp into the place. Eventually, you'll have them all without
 trying, except for that damn Timbuktu. You'll have to try for that one.
 Try to get there at the end of a month, so you can hit them twice in just
 a few days.

 If you are trying to complete the World Map, another common objective of
 the Advanced Game, don't bother to trade. Just get lots of money, and La
 Reales. If you want to crush all enemy fleets, then don't bother
 to trade either, just sell a captured boat now and then if you need
 the cash.

-----------------------------------------------------------------------------
 13.e World Domination
-----------------------------------------------------------------------------

 What is World Domination? Simply put, it is the military, economic and
 political subjugation of as many ordinary folks as possible. Since the
 highest social rank you or I could achieve in Uncharted Waters: New
 Horizons is the level of Duke, to truly dominate the world you must sadly
 let your monarch take all the credit while you become the real power behind
 the throne, an Uberduke, the Kingmaker.

 World Domination is possible through two methods: The Easy Way and The Hard
 Way. And even the Easy Way is still pretty hard. Because I'm a pirate, I'll
 tell you the Hard Way here, and I'll tell you The Easy Way if you send me
 five bucks.

 These results were achieved on the Sega Genesis machine, without using any
 cheats, except for the trick where you take your very first 1,000 gold
 pieces to the Round Earthers and give 10% of you cash away ten times. They
 say that this increases your luck, but I'm not sure if it's just
 superstition. Just in case, I do it anyway.

  THE HARD WAY
 This method to world domination works best with Ernst the Cartographer,
 or Ali the Trader as your character. The other scenarios all chase you
 around and hound you until you finish the game. How would you like someone
 to tell you how to get to Atlantis? Sounds cool, but what if they told you
 three thousand times? Not so cool anymore.

 Otto will work with this method as well, but as Otto, you have the little
 disadvantage of not being able to go to your palace in the later
 stages of the game (doing so would end the scenario). This will be a
 problem if you will be wanting a tax free permit. If you choose Ali,
 money is the name of the game. You must earn and invest large amounts of
 money to rise to the rank of Duke, and this also speeds up your quest. The
 drawback to dominating the world with Ali is that to get the AI to stop
 nagging you about your mission you must go to the banker in Venice and ask
 about buying the orphanage. The banker will ask for 5 to 10 million more
 than you have, whether you have 1 million g.p. in cash or 100 million g.p.
 From then on, though, you must keep your cash on hand lower than the asking
 price for the orphanage, or else the AI begins the nagging again.

 Also, when playing Ali, you run the risk of not being able to go to your
 home in Istanbul if you hit the wrong button late in the game. With not a
 single doubtful plank in my fleet, I recommend playing Ernst the
 Cartographer if you want to dominate the Earth and have fun doing it. While
 all the characters start out with different stats, suited to their
 scenarios, Ernst starts the game as generally good at everything, and he's
 a fast learner. His scenario is easy to complete, the tasks Ernst must
 perform to become a Duke are going to help his stats in just the way you
 need, and once he has completed a World Map, his scenario leaves him alone,
 provided Ernst never goes to Chang-An in the Far East (and thus wins the
 game).

 Near the beginning of the game, when you have 600 gp to spare, go to a
 guildhall and ask for information about the incomes of the six European
 empires. The important number is at the top left, the empire's monthly
 income. This info is free from the various Kings themselves, but things
 may change before you can visit all 6 capitals, and of course, some Kings
 may not like you very much as the game progresses. The monthly income is
 an indicator of how many of the world's 100 cities are allied with that
 empire, and the economic strength of those cities. But it is more than that.

 The six Kings, contrary to their appearances, don't just sit on their
 thrones all day sipping wine and pestering the dancing girls. They give
 their fortunes away to merchant fleets and send them around the world to
 invest, adding cities to their empire and strengthening the ones they
 already own. In short, you gotta spend the cash to raise your income.
 The income rating of an empire is the key to how much their merchant
 fleets can invest in a port, how large the fleets themselves are, and what
 kind of ships they contain. The size of an empire's monthly income also
 determines how far from home their merchants will travel, and how strong
 their battle fleets will be.

 After you complete Ernst's scenario (without going to Chang-An), the game's
 AI will leave you alone to wreak havoc on a global scale, and remember that
 the measure of domination can be gauged by your country's income, compared
 to that of your rivals. If you succeed, your empire -ahem, your King's
 empire-will have more than a hundred-to-one ratio over the other five
 empires combined.

 The other drawback to playing as Ernst is that you cannot get your hands
 on the Tekkousens they sell in Japan until late in your scenario, so
 you'll be better off relying on La Reales to complete your quests.
 Luckily, the large and incredibly swift La Reale is the perfect boat
 for Ernst (besides the Tekkousen, which is the perfect boat, period.) It
 is faster than a goat through a suet-soaked phone book and it converts
 easily between warship and trading ship. Ernst and four good mateys should
 be able to acquire 5 La Reales by investing in Bordeaux, Nantes or any
 Baltic Sea port.

 I do not recommend hiring more than 4 mateys before the scenario tells you
 where Chang-An is. You can only have a staff of 30 mateys, and the longer
 you play, the better the vagabond sailors you meet will become. I suspect
 that the game uses Simon Sekeira and others like him to gauge the level of
 mateys who are offered to you for hire in Europe. Besides, the captains of
 the fleets you conquer can often be found for hire, and you want to hire
 them if you can, for the navigators employed by your rival empires are
 often skillful and lucky.

 When you can buy Tekkousens, do so. Outfit them for 200 crew and 100 guns,
 and equip them with Carronades, available with luck in 1000-level ports.
 Buy your Teks new, and as strong as you can get them. Five well-equipped
 Tekkousens can kick any booty on the sea. With this mighty war fleet, you
 must now attack any vessel you see, except those of your chosen empire. It
 may be useful at this point to defect to a stronger nation than Holland -
 Portugal and Turkey are both easier to promote worldwide.

 To find out which ships you should be attacking, cultivate the waitresses
 throughout the world. This is easy to sustain, because every fleet you kill
 off gives you an item that drives waitresses wild. I don't know if it's
 coincidence or a programmer's trick, but the waitresses seem to respond
 better to a captured item than a store-bought one. I believe that every
 waitress in New Horizons has her price, but I confess that there are two
 whom I have never charmed.

 Even though Ernst starts with such low courage and seamanship skills, don't
 be afraid of combat because the Tek is almost unbeatable at sea. I once took
 out 8 Flemish Galleons with three Teks. Six months after discovering
 Nagasaki and Sakai (and investing them both up to 1000/1000), you should
 be a Duke with 10 Tekkousens and pretty good luck from donations to the
 Round Earthers. The rest is a matter of work.

 Your money worries will be gone forever, because 10 Teks can earn 10
 million gold pieces a month. Ten Teks can win 100 sea battles for you (the
 key is to switch flagships every few months and buy one new boat every
 year). The nearest guildhall will tell you which empires are your main
 rivals, so attack their fleets first. Waitresses will rat them out to you,
 giving their strengths and destinations. Take care to sink the enemy's
 flagship by Carronade fire rather than by dueling the captain. This way,
 your foe will show up for hire somewhere, where you should hire him
 immediately. Remember that former captains who become employable mates are
 often of higher quality than vagabonds, and hiring him will force his empire
 to build a new fleet with a less-experienced captain. When the empire builds
 a new fleet to replace the one you whacked, it will be smaller in size,
 with smaller boats. Every country tries to have 4 merchant fleets active,
 but most cannot afford that. If you keep hiring their best sailors,
 eventually, your rivals will have to scrape the bottom of the commodore
 barrel.

 After a year of chasing down rival fleets, do the Mogadishu-Nagasaki
 (gold-silver) trade route to get the money you'll need to take over the
 world. As you claim alliances by investing in cities, especially those in
 the Mediterranean and Europe, the economic power of your nation will grow,
 while the power of the other empires shrinks. The speed of the Tekkousen
 allow you to invest and maintain your control over ports faster than your
 rivals can chip away at your cities. The power of the Tekkousen allows
 you to speed up your conquest by violence. You should be able to get control
 over the cities of Europe in a few months, if you are fast and wealthy.
 This will dramatically alter the world economy. Not only will your empire's
 income grow, but also the actions of the other empires to slow you down will
 be pitiful. Remember that your nation also runs 4 merchant fleets, which are
 essentially working for you. They scurry around the world shoring up your
 investments, helping you to maintain your -err, your King's-- empire. Since
 your King will have many times the investing power of the other nations,
 your "henchman" fleets will have more impact in the ports they visit. A city
 at 1000/1000 is far more difficult for an enemy fleet to invest away from
 you, and they will have less money to do it. This vicious cycle is the key
 to keeping the other European powers on their knees while you seal their
 fates.

 Now it's time to get medieval on their asses, economically speaking. Pour
 cash down the gullets of the developing economies of Africa, Asia and the
 New World. As always, hammer all enemy fleets, making every other nation
 hate you. But with 5 Tekkousens, who cares? While investing, you should
 settle into a rhythm which has you in Europe every six months to renew
 your tax-free permit and shore up the cities you own. Spend the bulk of
 your time investing cities around the world up to 1000/1000, while taking
 side trips to wring the gold-silver markets in Europe, Africa and Asia
 for incredible profits. If you run low on gold, check out my patented Six
 Month Money Machine cycle on the Trade Routes page, which can net you
 120,000,000 gold pieces a year.

 It should take a few years to do, but you should end up with all of Africa
 and Asia invested up to 1000/1000, control of Europe, and a hundred million
 gold on hand. It would be wise to take every third or fourth six-month
 cycle to shore up investments in Europe and generally kick butt there to
 keep things in hand. Once every couple years, take time out to go around
 the Americas to claim them for your King and bust up any trade rings your
 rivals may have set up there. Slowly, your empire's monthly income will
 balloon to 40,000, while those of your rivals will shrink to around 200.
 Your 4 allied merchants will be as deadly as warships through sheer monetary
 clout, preventing the resurrection of any other empire. For fun, try
 knocking off one of your henchfleets. Your King will rebuild it lavishly,
 as much as a glory to himself as a tribute to your leadership. Eventually,
 in 6 to 8 years, you should own over 90 1000/1000 cities. I mean your King
 will own them. Remember him?

 You can now retire to a sunny coastal town and direct the world's traffic
 of goods and arms via whispers in your King's ear. Every few years, take
 eight months to reinvest and kick some more butt, lest your subjects -ahem,
 your King's subjects-don't forget who you are. You may sleep your nights
 away in the Inn and gamble every day in the Café, quietly running a global
 empire from your villa outside town. That's Domination, learned something
 today, again...

  THE EASY WAY
 The easy way to World Domination is simpler, almost cheating, but takes
 quite a bit more time in game years and in playing time (millions of
 button clicks).
 Simply make money. Lots and lots of money.

 Don't bother with combat; it takes time away from trading. Finish
 Ernst's scenario, without going to Chang-An, and get up to 10 Tekkousens
 or Frigates. Full-Riggers are nice and big, but they're slower and can't
 keep up with the Six Month Money Machine. In the long run, the speed of
 a Frigate or Tek earns more than the bulk of a Full-Rigged. Go from Home
 to Mogadishu to Nagasaki to Mogadishu to Nagasaki to Mogadishu to Lubeck
 to Home.

 After a few years of steady cash hounding, when your personal fortune is
 in the hundreds of millions, check at a Guild Hall for the incomes of the
 various empires. Your empire's monthly income will have shot up to an
 astounding half billion gold pieces, instead of tens of thousands, turning
 your King's other 4 merchant fleets into hammers of prosperity. You can
 just sit back and let them do the work for you, although this will take
 decades, believe me. It seems that your vast personal fortune has become
 entwined with the well being of the nation, ensuring that the other
 empires will mathematically need several thousand years to break your
 stranglehold on the Earth. L'etat c'est moi.
 That's Domination, and it's easier, but it's monotonous. I suppose you
 could spend the time on a quest for every waitress in the world, or
 assembling an all-star crew and maxing out all their abilities. Still,
 it's nice to know that you can take over the world with a combat level
 of 1/0000.

 Again, lots (tons) of information by Scaly Lizard. I owe this dude.
 Let's honor him. Haha.

 Phew... that was a lotta info. Hope you got it all right up in ye brains!


-----------------------------------------------------------------------------
 14. Defecting
-----------------------------------------------------------------------------

 Right now, this is the only chapter that is part of the piracy fame
 section of this faq. Maybe I'll add some more later on, in the unforeseen
 future that is. Well, defecting, here it is.
 I noted the characters that were used during the Defecting research,
 although it might not matter who you use during these acts of treason.
 Thanks Antonius for this one!

 (Playing as Otto.)
 When my relationship with England become -90s (red or hostile) by attacking
 English fleets, I could no longer gain friendship or even lower the
 hostility by attacking other countries fleets. Investing in port won’t
 make it turn to England, but become neutral instead. In this condition,
 Otto is stateless.

 (Playing as Joao.)
 As soon as the Friendship rate turned minus, your rank will be removed
 automatically. But the Nationality is still unchanged until the
 Friendship rate around -20. When it hit -40s, the original Nationality is
 changed to Piracy. When you reverse the treason, your Friendship rate
 becomes positive again, your Nationality is restored. But NOT your rank.

 (Playing as Otto.)
 In my initial observation, there are two ways to redeem this “treason” and
 be an Englishman again. First, is by let myself being captured by
 gruff-looking people in an English port or let yourself being captured by
 the palace guard. Captured by gruff-looking people (and lose 3/4 of your
 gold) will make the hostility reduced to minimal, and I could visit the
 king again. But I did not yet conduct a research in this.

 When I let myself be captured by the palace guard (losing 4/5 of your
 gold), payed all of my “treason”. The friendship was reset to 0, but it
 still wasn't enough. When I attacked foreign fleets, I still didn’t get
 my friendship with England increased. I need to Defect to England (in this
 case, it’s more sensible as re-proclaim my citizenship). My rank was reset
 to Commoner again.

 For maximum measure, I ask another Letter of Marque. But Matthew reminded me
 that I had had a Marque, and it seemed the King also didn’t present me a
 new one. Afterwards, my action in sinking enemy fleets was acknowledged
 again by England, and my friendship with England could be raised again to
 100.

 During this wandering or “stateless” period, the built-in scenario was
 suspended. Even though I got a Fame of Piracy up to 30,000, there’s
 no advancement in the scenario. But when I was fully back to England,
 the scenario was resumed.  (So, if you want to lose your scenario...)

 As long as our friendship with the country is above a certain point, it’s
 possible to regain the friendship by simply sinking other countries
 fleets. Such “small” treason could still be compensated easily by
 making good services afterwards. At -45 you can still purge your treason
 by sinking foreign ships. If you come below -45 (say -80) you cannot
 be friends with your own country anymore.

 (Playing as Joao.)
 Rank is not a single valid predictor for Defect. I attained a rank up
 to Earl (by raising the fame in Piracy instead in Adventure). But I haven’t
 been able to defect, as the option still not active. When Joao attained
 a rank of Viscount, the option was active. But it was turned off again
 when Joao was a Marquis. Then, when Joao was a Duke, it was active again.
 In Stateless condition, I observed that the Defect option is active.

 (Playing as Joao or Ernst.)
 Remember that you will get rid of the scenario by defecting. When playing
 as Joao or Ernst you will not be able to get to Nagasaki, Sakai or Changan
 when you defect to another country, since these three ports will only
 be visible when you make progress in your scenario.



-----------------------------------------------------------------------------
 15. Various Info
-----------------------------------------------------------------------------

 Here are all small sub-sections, that are too small to be a stand-alone
 section, but needed some attention nevertheless. By the way, feel free to
 send in your personal info, or anecdotes (that really help), and I'll
 consider placing them (which won't be the point, when they're useful).

-----------------------------------------------------------------------------
 15.a Skills
-----------------------------------------------------------------------------

 This part is about skills. You'll be probably thinking: "Skills?".
 Yes, skills. You know them, they are in your 'profile' when you choose
 Mate Info. There are five skills, here they are:
  - Celestial Navigation
  - Cartography
  - Gunnery
  - Accounting
  - Negotiation

 I will be listing in this section what you need to learn a specific skill,
 how much it costs to learn one and WHERE you can learn one.
 In this chapter will also be listed where you can sell you discoveries,
 and where you'll get the most money for these things.

  CELESTIAL NAVIGATION:
 When you (or one of your mates) has the skill Celestial Navigation (CNav.)
 he will be able to let his ship sail faster than the normal speed of the
 ship. You can also use Auto Sail (or one of your mates). If you want to use
 a theodolite, quadrant or sextant, you need also the CNav. skill (or one
 of your mates again).

  What do I need for it?
 High Intuition ability is necessary to learn Celestial Navigation, you
 need at least an Intuition skill of 70.

  Where can I learn it?
 Celestial Navigation can only be learnt in Naples with Professor Juliano.

  CARTOGRAPHY:
 When you have learnt Cartography you can't do more than others actually.
 But the thing is you can sign a sort of contract with a cartographer
 so you can "explore" the unexplored lands and tell them to your 'master'.
 You get money for it, so that's the point.

  What do need for it?
 High Knowledge is necessary to learn Cartography, you got to have a
 Knowledge of at least 75.
 High Intuition ability is also necessary to learn the skill Cartography.
 You must have at least an Intuition of 75.

  Where can I learn it? Where can I sign a contract for Cartographer?
 You can learn Cartography in Amsterdam with Mercator, in Antwerp with
 Gerard de Jode, in Barcelona with Diogo Ribeiro, in Palma with Olives
 and in Venice with Giovanni Verrazano. You can either learn the skill
 or sign a contract with these men.

 But be aware, when you sign a contract with somebody don't sign one with
 another cartographer or your adventure fame will drop eventually.

  GUNNERY:
 When you have the skill of Gunnery, your (gun) fights will be better, you
 can shoot farther, better and harder. You do more damage to say it short.
 But not only your cannon skills improve, also your general battle skills,
 with the exception from Swordfight, which is a skill apart.

  What do need for it?
 High Courage is needed when you want to learn Gunnery, you have to got a
 Courage of at least 80 to learn Gunnery.

  Where can I learn Gunnery?
 Gunnery can only be learnt in Hamburg with Dr. Wolf.

  ACCOUNTING:
 When someone has the accounting skill, he knows where to sell the goods you
 have for the highest price (not when Ali has it, because you ARE him, but
 I mean a Bookkeeper, like Jacob Walweik). You can use the Log of Goods
 option for this.

  Where can I learn Accounting?
 Accounting can't be learnt.

  NEGOTIATION:
 When somebody has got the Negotiation skill, he is able to negotiate with
 a trader in a port about the sell or buy price. This comes really in handy
 when you like to make some profit trading. Because you buy lower and sell
 higher.

  Where can I learn Negotiation
 Negotiation can't be learnt.

 Here are also the percentages of the amount of gold you get when selling
 a discovery.
  -Bordeaux   100%
  -Lisbon     100%
  -Alexandria  80%
  -Pisa        60%

 So when you have a discovery where you get 10,000 for in Bordeaux. You'll
 get that in Lisbon too. In Alexandria 8,000 and in Pisa 6,000.
 It's the best to get a contract in Bordeaux or Lisbon.

  COMBAT LEVEL
 The highest combat level you can achieve is 100, but Simon Seikera (sp)
 can get 101, but it took forever to get above that and I got bored.
 Oddly, at high combat levels (40+) you seem to lose some of your advantage.
 Lower level opponents (like lvl 8 and such) hit you as hard as an equal
 would, while you retain your huge advantage vs higher level opponents
 (30+).

 Your cannon damage still improves though. I had a tekk with 100 carronades
 and I could almost sink galleons (80 hull) in one shot. The most I ever
 did was 77 in one shot, but that is more than enough to sink any merchant
 fleet, including buss and xebecs.


-----------------------------------------------------------------------------
 15.b Villager Help
-----------------------------------------------------------------------------

 Finally, what you've all been waiting for (y'right). Villager Help. You
 could also keep on bugging those annoying 2 women and 2 men that wander
 in every town. But reading these few things before playing (or within
 playing) is really useful. If you don't know it already, which is very
 likely to be.

 <If I forgot something, please do not hesitate to report it>

 :Give an inexperienced navigator on the job training, and assign him to be
  the chief navigator. His skills will improve quickly!
 (This is not true, check Readers Info section for more detailed view)
 :Trading Glass Beads from Amsterdam with Ivory from Timbuktu is very
  profitable.
 :There is a famous cartographer named Mercator in Amsterdam.
 :Iron Ore from Cairo and Amber from Aden are a good trade.
 :Diogo Ribeiro in Barcelona will pay an arm and a leg for new geographical
  information.
 :If you complete a 'Debt Collection' mission, your fame in both piracy and
  trade will increase.
 :A really simple yet profitable trade route exchanges Dye from Ragusa with
  Glass ware in Venice.
 :The Duke of Modena in Pisa is notoriously stingy.
 :There is a cartographer called Giovanni Verazzano in Venice.
 :Duke Franco in Lisbon is looking for information on exotic things.
 :If your captain has 'Gunnery' skills, the destructive power of your guns
  will substantially increase.
 :Did you know that the way the winds affect sailing depends on the type
  of ship?
 :If you don't know what to do next, visit a fortune teller and ask her
  about your life.
 :Count Morie in Copenhagen is looking for information on exotic things.
 :To prepare for battle, increase the ratio of your crew for 'Combat' by
  using the 'Assign Crew' command.
 :Make sure your mates know how much you appreciate them - don't scrimp on
  their 'Wages'! Underpaid mated can't help but feel disloyal.
 :Changing how much 'Rations' you give to your crew will affect their
  'Health' - 90 is the average.
 :Professor Juliano teaches the skill of 'Celestial Navigation' in Naples.
 :If you have less men than the number of guns, the power of your guns
  will be reduced.
 :If you are short of crew, use the 'Assign Crew' command and increase the
  ratio for 'Navigation'.
 :There is a man called Ranajame who is looking for information on exotic
  things.
 :It's a good idea to trade Iron Ore from Kaffa with Art from Athens.
 :Gerard de Jode in Antwerp is a skilled cartographer.
 :The 'Rearrange' command will determine the initial location of the ships
  in a battle.

 I think this is all... if you find more villagers' help, please mail me.


-----------------------------------------------------------------------------
 15.c Readers Info + Anecdotes (that really help)
-----------------------------------------------------------------------------

 There are many readers (don't read many as 100 :) that send in useful stuff
 for the FAQ. And as a ode to them, here is my thank you.
 Especially the anecdotes are really funny, because most of them really are
 useful.
 Again, feel free to send in more (because I won't write ANY of this part),
 to maiic_groels@hotmail.com


 BIG SPENDER 'N FIGHTER (by Kryssander)
 This is a lovely little trick that is usable by ALL characters. As soon as
 you get your first lul (where you can choose your own way, like doing
 nothing) in the game... (for Otto and Catalina this is after most of the
 major battles in the start) go trading and build yourself up to 100-150
 ingots as fast as you can (I recommend Istanbul carpet - Athens art,
 myself), then go and find Antwerp and Hamburg. Invest in the shipyards for
 the maximum until the industry reaches 1000 in both and then purchase
 yourself Full-Rigged ships and a second hand one if possible (it should
 be). When you get your first one, refit it for max cargo, 45 crew, 0 guns,
 1115 cargo from memory and sell your other ships. Now go and start trading
 again until your second (and 3rd, etc. ) are finished and refit to trade
 and purchase new ones. (it is possible to have 1000 ingots within 4 hours of
 starting the game using this method. From here refit your fleet of massive
 ships to suit your purposes, Trade, Exploration, Piracy. I find a trio of
 500 crew/150 cannon ships is more than a match for all but the toughest of
 fleets although this does require all other ship to go as food/trading
 vessels in order to support such a huge fleet.

 NO BALMS? NO PROBLEMS (by Jesse Lawrence)
 This is kinda a common-sense thing for those who want to weather out a
 storm and don't have any balms (yeah, common sense, like I'm one to talk,
 me going out with a 10 man Latina and taking on a 6 galleon Spanish battle
 fleet, I found out this wasn't like pirates, where you assault a 300 soldier
 fort by yourself and win because you beat the captain in a duel). When your
 first mate goes out and says "The sky's looking omnious" or "The clouds are
 looking blacker than a raven's wing cap'n" you have about 1 second to land
 on shore before he says "It's a storm cap'n! The waves are tossing the ship
 about!" and to land, just go to the anchor, put the flag on clear, open
 land. After beaching yourself, simply "wait" out the storm untill the mate
 says. "We've weathered the storm somehow cap'n." Of course, you move rather
 slowly doing this, and you might run down on food, but it's better than
 your ship capsizing (think I spelled that right) oh, btw, this only works
 on land, if you're in open sea, no balms, and a storm approaches, put your
 head between your legs and kiss your arse goodbye.

 =Addition to Balms by JCD=
 The storms, if you do not have balms, can be avoided by simply sailing
 around the area. One of the most troublesome areas is West Africa. Just
 take your ship out to where the screen changes scenes in the middle of
 the Atlantic and sail down on the other side and come back when you feel
 that you've sailed far enough. You can save on those balms. But you
 cannot avoid the Caribbean and Japanese storms this way obviously.

 UNCHARTED WATERS 5 BEING CREATED??? (by JCD, thanks)
 I have got some unconfirmed rumors about Uncharted Waters 5. Its
 development has been going for around a year or so now. The features
 rumored are: 8 Main characters: Chinese, Japanese, English, Italian,
 Portugese, Spanish, Dutch, and a Spanaird in the New World. You can also
 create your own character with random storylines. There are 8 major
 physical attributes, and 10 skills you can learn. All other main characters
 will appear as NPCs. You can also walk in the cities a la UW:NH. It also
 has the ability to acquire a wife (or husband) and have kids to continue
 your legacy, like in UW3: Costa Del Sol. Also you can use flags to signal
 your other ships, bribe other navigators or captains from other fleets,
 and have your mates stolen away. Kings may pay your fleet to attack other
 country's fleets. Food cargoes are now perishable after a while. You can
 defect to other countries and have 300 treasures that you can find,
 including weapons, books, armor, amulets, etc. etc. You can pay porters
 to transport your cargoes over land (for a price of course). And you can
 trade in cities that are landlocked. Your nationality define what ships
 you can buy, and you can even get ships up to 6000 tonnes. It's unconfirmed
 but it has been reported many places in Asia. I may provide a link
 (in chinese) where I found the site.

 EASY SUPERFLEETS (by Will Moore)
 If you ally most/all of the ports in the world with you, strange things
 start to happen in the game. After a few months of sending out regular
 fleets (carracks, galleons, galeases), it seems the other countries will
 run out of money. They start sending out fleets of only little ships
 (tallettes, dhows, etc). If you continue to prey upon the fleets,
 eventually they will even send out fleets with some little ships and
 some "super" ships. I have seen them send out Frigates, sloops, barges,
 and Tekkousens. I have never seen a Full Rigged, but it is possible. The
 Tekks are also bugged to have a maximum of 360 men on board. These ships
 are generally in a merchant fleet, making it very easy to take them.

 Another thing is that once you ally all the ports in a region with
 your home country with 1000/1000, the pirates in the area must strike
 it rich. Pirate fleets will sail around in unusual fleets (see above)
 but will carry insane amounts of gold, insane like millions. Since they
 are sailing in ships like dhows and so forth, one cannon shot (110 gold
 pieces) can send them to the bottom no problem.
 Of course, sometimes the pirates sail around in very, very strong fleets,
 like the merchants mentioned above.

 --> The Tonio Burciaga Superfleet
  In the earlier Otto game, Tonio Burciaga's fleet has 10 Venetian Galleases.
 But that time you have to deal with the closer merchant fleets. After
 sinking them, Tonio is gone quite far off. After that I took almost all
 Spanish ports, consequently their revenue dropped drastically. Then,
 Tonio was "grounded" in the pub and never went to the sea.
  I think the computer is confused, because the revenue rate of Spain is
 very low, and logically they couldn't afford to operate a fleet consist
 of full Venetian Galleases.
  I tried to persuade Tonio to sail by treating him many many times, but
 it's been no good. Until 8 years in the gameplay period, he was kept as a
 landlubber. Then suddenly, he appeared again in his full force, although
 his country that time was very poor. That what's looked like a
 Superfleet (Although so far, I've never met with Merchant Superfleets or
 any enemy fleet with Teks in it). In my conclusion, the Superfleets are
 the remains of the enemy strong fleets in the past, which were kept
 "grounded" for some period.
 (This case is only an example, it could happen with more sailors)

 ATTACK AT NIGHT (by Antonius Eko)
 You can engage a battle at night. But this trick only works with enemy
 battle fleets (pirates or other countries) which are looking for you.
 You must approach the enemy battle fleet as usual and choose Gossip,
 instead of Battle. If they're looking for you, they'll say "And you know
 what? You're my next prey", or "Unlucky fool! You don't know who I am!",
 and the battle begins, however with a little disadvantage, because the
 enemy will have the first turn (not a big deal though, if we have
 heavy battleships).
 However, another condition is also applied here. If the enemy is not
 really aggressive, the newly started battle would be instantly terminated
 due to sunset, but only if the battle occurred between 20:00 to 23:40
 (note that the clock in the battle-mode uses 24-hours system). If the
 battle occurred at midnight (0:00) or afterwards, it will go on
 normally. On the other hand, if the enemy is aggressive enough, they'll
 engage you anyway.

 DEFEAT PIRATES EASILY (by Antonius Eko)
 It appears that when your country is relatively rich compared to other
 countries, Pirate fleets will have terribly weak ships. We all know
 that Ad-Dhin and Leis have superships in the beginning of the game
 (Venetian Galleases), but when your country is booming their ship quality
 will fall dramatically. This also holds for other countries' fleets.


-----------------------------------------------------------------------------
 16. Oddities
-----------------------------------------------------------------------------

 Here you can read some funny things that are in the game, but you'd never
 found out.

 For no real reason, I've divided this into three parts:
 a: Quirks - oddities discovered around the globe
 b: World Domination - not as easy as it sounds

 But first, here are some things you will need to know if you want to go
 seriously digging around in the sixteenth century world of New Horizons:
 Travel time between East Africa and South East Asia is quicker during the
 monsoon months, and from Europe to the New World it is best to go during
 the spring.

 Besides the 1 to 10 ships you have with you, you can only have 30 ships
 including those ones stored in the European capitals AND the ones you have
 on order at ports around the world. In fact, if you have 30 boats stored in
 Europe, no port in the world will build a new ship for you. And if you
 should have 30 boats on order in 30 different port cities, no Capital in
 Europe will store your boats. The moral to the story is to never forget
 about a ship, like I did once, and you won't have to go around the world
 for several months looking for it, like I did. (of course you can save the
 game first, go looking for it, and when you found it, load the game).

 The best early-game bookkeeper is Al Fasi. You usually can't hire mates
 with higher navigation levels than yourself, but Al Fasi is a wimp and he
 works cheap. But he's not so good, so as soon as you can, you should hire
 Zaganos Bei. Mr Z is pricey and skittish, and may threaten to quit a few
 times, but stay with him. He knows Accounting and Negotiation and he learns
 quickly. Later in the game, you may encounter some good vagabond sailors
 that have both accounting and negotiation. These mates could prove very
 valuable. Remember that you cannot fire a matey, and they never die in
 combat. Unless they choose to quit, you're stuck with them. Because you
 can only have thirty mateys on staff at any time, don't hire who you
 don't need, for as your skills grow, the sailors for hire in Europe
 grow more skilled as well.

 Thanks to MrC, he told me that you CAN get rid off a mate, here's how:

 1. Place him on a ship with a very small durability rating (like a Hansa
 Cog), sail near the coast where storms are (West Africa) and when a storm
 approaches, let it rage. It will eventually sink that ship, losing the
 mate, it's crew and cargo. (Be sure not to lose any other ships.) Of course,
 even the smallest ship will cost around a thousand gold coins, so that must
 be weighed against the wages you would be paying out. (If you're a pirate
 and can get a small ship for free, then the cost is negated.)

 But, this won't happen every time. Sometimes the mate doesn't sink with
 the ship, but is rescued (by who? right. by you). You still lose the ship,
 crew and cargo. So, I would save the game somewhere near a storm and then,
 sail in it again and again, till he is gone.

 2. Check the Fortune Teller about your mate. If she says that he does not
 have good feelings for you, get him a cheap ship of his own. Sometimes
 (maybe usually?) he will steal the ship and disappear. Again, cost is
 a consideration.


 Speedy fleets are always important, and building up your mateys is the way
 to get the crewmembers zipping along. Luckily, this is as easy as feeding
 goats. Simply buy the 10 biggest boats you can find, remodel them to the
 lowest crew capacity and highest cargo space possible, and sail them for as
 long as possible. Expect scurvy to attack the crew at 50 to 80 days of
 sailing, depending on your luck and figureheads. Carry lime juice for the
 scurvy, but be prepared to put in to port when the scurvy bouts come more
 frequently, because scurvy always kills, even with lime. To gauge your
 travel time, count the actual days, as the at-sea day counter is usually one
 day off. Here's the deal with experience points for navigation: regular
 navigators, the Chief Navigator and the Bookkeeper each get points equal to
 the square of the days spent continuously at sea. So 1 day nets one point,
 two days earns 4 points, five days at sea earns 25 points, etc. The
 experience points earned by you, your captains and your First Mate are
 double the regular amount. No matey may gain more than 9800 points for a
 single voyage, so 70-75 days is the most you should ever push your crew.
 Although in the early levels it is common for a matey to jump more than one
 level at a time, after level 17 the threshold for advancement is 9720
 points, so it is very rare to jump 2 levels in one trip later in the game.
 Advancing in Navigation levels will raise your mateys' stats in Leadership,
 Seamanship, Knowledge and Intuition. A matey's luck, the invisible stat
 below the Charm, can never be changed. Combat experience points can only
 be gained by your captains and only when they sail into a fight. Your
 First Mate gets nothing and neither does your Chief Navigator or any of
 your regular navigators. Advancing in combat levels is the only way to
 raise a matey's Courage and Swordsmanship stats, but I'm still
 investigating the system for gaining combat experience. For all I know, it
 is keyed to the number of cannonballs fired or the casualties inflicted in
 hand-to-hand combat. When I know, you'll know, so get off my stern.


-----------------------------------------------------------------------------
 16.a Quirks
-----------------------------------------------------------------------------

 When you sail long enough, you see a lot of strange things, from harmless
 manta rays to the dreaded luck-sucking Ghost Ship. Tornadoes dump your
 goods, sirens steal your sailors, and birds burn your boats. But there are
 weirder and more sinister things going on in the 1500's, such as...

 ---The Lubeck Silver Racket
 If you are a Duke and have some time to kill, you can beat the citizens
 of Lubeck at their own game. This lovely Baltic Sea port boasts pale blue
 waters, abundant eel, and an incredibly dumb populace. If your country owns
 Lubeck and you have a tax-free permit, they're even more gullible. Since a
 permit is free to a Duke, put a competent Bookkeeper in charge and go to the
 marketplace in Lubeck. Buy silver for as low as they'll go, then prepare to
 swindle their glockenspiels right out from under them. without leaving the
 shopkeeper's sight, sell the same silver right back to him for a profit. It
 must be lonely up near the Arctic Circle...

 ---The Trouble With Roberto And Louis
 All mateys have unique combinations of skills, attributes and luck which
 govern how well they perform and how fast their skills go up with time.
 Unfortunately some men are sent to sea because they were dropped on their
 heads as children. Such is the case with Roberto Almanzan and Louis Costa.
 If you are foolish enough to hire them, pray that they try to quit, because
 these two mateys are residents of the plains beyond Mount Learning Curve.
 Today, they would be given 'protective custody' in a 'nurturing
 institutional environment'. In 1522 it was probably legal to kill them,
 and when they still can't sail a dinghy after forty years of training,
 you will probably want to crush their tiny little heads as well.

 ---Not-So-Simple Simon
 There sails a man whose boot I could not fill, try though I might. His name
 is Simon Sekeira, and he can often be found sailing a Portuguese fleet. If
 you see him, do yourself a favor and kick his butt, take his fleet, and go
 immediately to a cafe to gossip and find out where he might be for hire. I
 used this technique to hire Idin Leis and Khayr Ad-Din the pirates when I
 got sick of them jumping me all the time. If you are lucky enough to hire
 Simon, you will find that he is almost never lower in skills than you.
 It seems he grows in experience and stats just as you will do. It's
 the thing he does. Try appointing him as you Bookkeeper (he's a great one)
 and you will be gaining experience points twice as fast as he is, for you
 are a captain. Every time your navigation level passes his, the next time
 Simon advances a level, he will vault up by three levels at once, whether
 he earned them or not. No one knows why he does this- is he some kind of
 witch, or just reeealy competitive?

 ---Disappearing Carmine
 Carmine Ragussa is a pretty good sailor, but not THAT tough to hire him,
 the trick with Carmine is to KEEP him as your mate. But have you ever
 asked to a Fortune Teller about him? Probably not, or you haven't
 recognized this oddity. Because the Fortune Teller says that he is destined
 to befall terrible things. This WILL happen to him. If you sail the South
 Pacific his ship will disappear and you will never see him again...

 ---The New Year's Eve Party
 You are invited to the closest tavern to see the programmers' idea of a
 joke. Try going into a cafe at 11:00 pm on December 31st some year. If
 there is a waitress, chat her up and shower her with gifts. Buy treats for
 your entire crew. Gossip and gamble the night away with your mateys. When
 you leave the cafe, it should be 11:30 or 12:00 midnight or 12:30 am.
 Instead, you may find that several hours have slipped by. If not, go
 directly to the inn and leave a 9:00 am wake up call with the clerk. When
 you wake up, it will be 9:00 am, but you may find that it is the morning of
 January 4th, and you have slept for over three days! Bottoms up!!

 ---Baby, You're A Rich Man
 The maximum monthly earnings at the bank is 29,126 gold pieces. The maximum
 assets you may amass, including cash on hand, bank deposits, sale values of
 items, and the sale values of boats and goods you control is slightly less
 than six hundred and eighty six million gold pieces.

 ---Name it, Giovanni Jovanni
 There's a funny little quirk at the start of Catalina Erantzo's story. When
 she goes into the cafe with Emilio after hearing about her brother and
 fiance, she overhears two sailors talking about the incident. Well, it looks
 like good ol' Bernardo Sanchez and Aloiji Jovanni, but Bernardo calls Aloiji
 "Giovanni" instead. Like the merchant Giovanni Aldente. Now, either Mr.
 Sanchez can't properly pronounce Mr. Jovanni's last name (since they are of
 different nationalities), or this man speaking with Bernardo is Aloiji's
 elusive brother. (eg non-existing)
 On a side note, they are the one's that hint on the "Black Beard" code.

 ---Hamid Lal is a weirdo
 If you hire Hamid Lal and go around Caracas, South America, you get to fight
 him. The funny is, Hamid is using the exact ships as you have, you even get
 to have a special window to look at the exact names of the ships you have.
 If you choose to duel, you get to duel with yourself wearing Basterd sword
 and half-plate mail.

 ---The Cocktail "Joao joining Catalina"
 when you play Catalina, before the final battle in South America, challege
 the Spanish and Joao for battle. Then sail back to Europe and find Joao in
 Stockholm. He's very hard to hire but it is possible, and man, he's worth
 the freaking sum he asked! (100 in anything but charm, with a Nav. level
 of 23! The only problem is he didn't know gunnery).
 It's not the only thing. When you sail with Joao back to Lisbon (just to
 f**k with Franco), you will find one more ship in your fleet, a frigate,
 the one Joao used to sail. It has 180 men with 0 health, no cargo, no
 captain (a strange symbol in its place, it look like Rocco if you ask me)
 and 180 men navigation, 90 lookout and -90 combat (what does that mean?).

 ---Absence Rate
 Countries normally replace their sunken merchant fleets with new ones the
 next month, but sometimes they don't. Playing as Otto and checking for
 301 consecutive months, this was the Absence Record

 Portugal    : 11 (3.65%)
 Spain       : 0 (0%)
 Turkey      : 4 (1.33%)
 Italy       : 14 (4.65%)
 Holland     : 25 (8.31%)

 This may differ when playing with other characters.

 ---Maximum Overload
 Sometimes a pitiful merchant fleet consist of Hansa Cog and Nao, carrying
 an impossible amount of cargo. Sometimes more than 2000 in quantity for
 each Water and Food (not including Lumber, Shots, and also goods if any).
 Such a quantity where those type of ships could never be able to carry. In
 my observation, such impossible cargo condition are only happen with
 Holland merchant fleets that only have Hansa Cogs and/or Naos.


 Do you know these real things to see? I mean, things your character can't
 see, but you can. This is just a small list of funny things in landscaping,
 ports or buildings. (Thanks Dante, this is a funny sub-sub-section)

 - The Stone Faces on Easter Island, even if the discovery won't be made.
 - If you fight two fleets at once, the supporting one will disappear
   after battle. But not when you sink the main one with gunnery.
   The supporting one will be considered sunk.
 - Guild missions (piracy hunting, debt collecting, letter delivery) are
   failed when you save your game
 - Could Count Morie get his hair back with Hair Tonic?

-----------------------------------------------------------------------------
 17. Game Options
-----------------------------------------------------------------------------

 In this part of my Guide to UW2:NH I will be mentioning all the options that
 can be chosen at the right part of your screen. I know that you don't even
 use half of them (not more than twice a game), but in case you need to know
 something you don't where to find, look here!

 FLEET
  -Fleet Info
 In this part of the Fleet section you can see all the ships you own, this is
 the biggest part of the screen actually. In the bottom left corner you can
 see a picture of yourself (how nice), together with your name Navigation
 Level and you Battle Level. At the right of all this you can see some
 features about your fleet. Some of these are there but don't seem to are
 thought over well. Tacking e.g. is just the tacking of your Flagship (if you
 have only one ship) and if you have more than one ship, it will be the
 tacking of you second ship (no matter how many ships you own). This is the
 same with Power.
 With the Durability skill this isn't so random. The amount is just the
 Durability of the Ship that has the lowest Durability of all.
 Crew is just the amount of all your Crew members on all the ships together.
 The same with the Guns, just how many Guns on all the ships together.
 Then, the last record is Battles, this is how many battles your ships have
 fought (not fled). When you buy a new ship, and that is your only ship, it
 will be 0. But when you buy a used ship, the game picks a random battle
 amount. Often about 75 battles.

 -Ship Info
 When you choose the Ship Info option you can see the individual options of
 all your ships. At the upper left corner you can see a picture of your
 ship, next to it there is a picture of your figurehead (if you have one).
 Then, in the upper right corner, you'll see how many food, water, lumber
 and shot you have.
 Under the picture of your ship is the name of the ship with what sort of
 ship it is. Under that is the captain of the ship, what kind of guns you
 have, what the minimum crew is, how many crew members you have signed to
 Navigation, Lookout and Combat. At the bottom left corner is also the
 percentage of your ship that is filled and the maximum speed of you ship
 in Knots.
 Under the things that are stored in your ship is a list of stats from the
 ship with their maximum. These are Durability, Tacking, Power, Crew,
 Health (of your crew on this ship), Cargo and Capacity (Crew+Cargo+Guns).

    Note: When you want to know what Tacking is, go to the Ships section.

 -Rearrange
 Here you can make your ships sail in a different order, not that this
 really matters, only when you want another flagship (the ship YOU control).

 -Scrap
 If you want to get rid of a ship when you are sailing, you can use this
 ship (e.g. when you're going to slow). When you're in a port, I should
 sell the ship, because you'll get money for it.

 -Cargo Info
 If you have stored goods (not food, water, lumber and shot) in your ship,
 you can see them here. Really a useless option, by my knowing.

 -Log of Goods
 Comes really handy when you want to make a profit by trading and have
 a mate who has the skill of Accounting. Because when you make him
 Bookkeeper, he will tell you where you can sell your goods at the highest
 prices.

 -Transport Goods
 This is for when you want to transport anything from one ship to another.


 CREW
 -Change Captain
 When you have more mates than ships, you can change the captain of a ship,
 when doing this a Captain will gain more Experience points for sailing.
 If you need somebody who is a captain, but has accounting skills you should
 make him not a captain, but a Bookkeeper, since he can't be both.

 -Change Job Duty
 Here you can make you mates do different jobs, these are First Mate,
 Bookkeeper and Chief Navigator. I suggest you hire at least three mates to
 fill in these jobs. Be sure that the Bookkeeper has got Accounting skills
 and your Chief Navigator Celestial Navigation.

 -Transfer Crew
 Just when you feel the need to transfer crew members from one ship to
 another.

 -Assign Crew
 There are three kind of jobs that your crew can work. The first is
 Navigation and the more crew members you have here, the faster you will go.
 The second is Lookout, the more you have here, the farther you will be able
 to see (great when you are on an adventure trip). The third and last is
 Combat. The more you have here, the more crew members of other ships you
 can beat when fighting from ship-to-ship.

 -Wages
 Here you can change the Wages of your mates. Although you can't change it
 if they don't want it. And you can't make it less either.

 -Rations
 You don't have to give your crew the 100% Food and Water that they want,
 you can give them 90% of it, and they still won't get sick. If you give
 them less than 90% they WILL get sick and die eventually. So just put the
 ration of both of these to 90%. Although I'm not sure if they're gonna
 like you for it. Maybe more crew members will stay at a village when you
 do this...


 INFO
 -Mate Info

 Coming... (not soon :)


-----------------------------------------------------------------------------
 18. Cheating
-----------------------------------------------------------------------------


 * Name your character as Black Beard. Black as first name and Beard
   as last name. Now pirates won't attack you. Except from the two
   big ones. You know them.

 * To get people out of ports: Go in the port where your enemy is and
   buy him treats. He thinks you like him and will leave. Now go to the
   sea and attack him.

 * To hire mates that have a fleet. Beat them and go ask/look in pubs
   and lodges of nearby ports. They'll be there, or otherwise, the dudes
   over there know where he hangs out. (only applicable to permanent
   sailors)

 * To gain quick piracy fame, have a heavy attacking fleet, and attack
   other fleets. When they ask for mercy, reply with YES. Do it again...
   and again, and again and you will be a true pirate. Or not.

  HOW TO GET RID OF SCENARIO
 Once, I played as Catalina, and after I survived the second battle and
 got Andreas Paella as another follower, I proceed to London then I defect
 to England. Then I found, if we defect to other countries before the
 character scenario finished, the scenario will be terminated. Even if
 my fame in Piracy was at maximum, there'd be no progress in the scenario.
 You can wander wherever you want without any necessity to comply with the
 scenario. There's no hindrance in the rank, the new king will give you
 missions to boost the rank as usual.
 But I found a bug here. As I defected to England, consequently I became
 a part of British Navy, and for most parts the game treated me as a Briton.
 The hostility rate with Spain is 100. And after some victories to British
 Navy, the friendship (or support) from England is 100. The tension between
 England and Spain was heated, as I sunk Spain fleets one after another.
 Surprisingly, the game still "considered" me as a Spain for some parts.
 The British Battle Fleets were chasing me!! And when they intercepted me,
 the commodore foolishly said, "You're from England, our sworn enemies!"
 If I sank them, the friendship rate with England would be reduced.
 However, the defection maybe very useful for characters who has no hostility
 with other countries, and the player want to get rid from the given scenario
 to wander as they want.


   Here I have a sort of cheat, but actually you don't cheat on the game.
   It's to change the definition with the Discoveries. This is how to do it:
    Open the file Colony.dat (this works only when playing the PC Version
    as you see) and there are all the Discoveries, you can alter the de-
    finition easily now. DO THIS AT OWN RISK!!! Make a back-up file!!!

 Jordan Kong emailed me this little thingie that might come in handy for
 really save-addicted PC-players:
  - To save your games, I believe currently the games can save upto 10+
  stages. I had this method where you can keep your game save in the
  safety place. Backup this copy of file [KOUKAI2.DAT], you can restore
  this file to reload your previous saved games. This file apparently keeps
  all your saved games stage. You can bring this file to any place and plug
  into your friends folder and continue to play your saved game.
  - PS. Backup the original [KOUKAI2.DAT] file always.

 If you play with an emulator, you can easily cheat your way through the
 game, just go gambling in the pub and save just before you bet your
 maximum bet. If you lose, just reload, if you win, save the game and
 start all over again.


-----------------------------------------------------------------------------
 18.a Hex editing
-----------------------------------------------------------------------------

 I noticed some rumours going one about HEX editing and what you can do
 with HEX editing to the game. I myself aren't such a programming expert
 who knows how to do all that kind of stuff, but if anyone knows the
 where and how and what, please tell me, and I'll add a section here.
  That is, if it is called cheating...
 Thanks to Damien for explaining to me what HEX editing really is. This
 section is therefore almost totally written by Damien.

 .How To Get Infinite Food & Water (USING ZSNES EMULATOR)
 The exact version of ZSNES I use is 1.36, but this method should work for
 all versions. This Code is hard to find, because the value of what food and
 water you have is not the value of the code in hex. The value is times ten.
 So if you have 100 food and 100 water, the value you would enter would be
 1000 food, and 1,000 water in the search box. To get all the codes, I would
 have to play with each character, have 9 ships, and then I could get them.
 And it's possible that each ship has a different value, not just what
 number ship it is. So I ain't going to do the work. I think there are about
 8 ships in the game, so that would an immense amount of work to put into
 a game that is outdated, but good overall. So I will explain how to do it,
 making your life easier. When you go to the search option in the cheat tab
 on your ZSNES program, click on "EXACT VALUE SEARCH" and whatever amount of
 food or water you have, times that by ten and that is the value of what you
 have. So if you have 100 food and 125 water, you would have to enter 1,000
 and continue the search by increasing/decreasing the amount of food you
 have, and 1,250 and do the same for the water. This is easiest if you use
 the ZSNES "Save State" and "Load State" (By default, it is the F2 button to
 save, and F4 to load). Then all you have to do is type your amount of food
 or water, and use the "Load State" button to go back to a previous value
 and then type that one in, and you will have it in like 2 or 3 tries.

 .Always Get a 5 card Charlie in Black Jack (READ NOTES)
 7E085115
 7E085100
 Note about above Code: This code is a pain in the ass, but it's cool to
 see what they say if you get a 5 card Charlie (It's actually 7 cards, but
 whatever). First, I don't know if this will work for any other platform,
 I have the ZSNES, so I don't know about any other emulator. But It WON'T
 work for Game Genie, you need to be able to toggle this on/off. Second,
 when you enter the code, save it and turn both codes off (Toggle). Then go
 and play Blackjack. When the dealer deals you the first two cards, toggle
 the code back on. Then just keep accepting "Hits" until you have 7 cards,
 the first 2, and the extra 5. As soon as the screen comes up with his
 talking box, hit the Escape button on your keyboard and toggle it off
 immediately. If you wait until he finishes what he has to say, the game
 will lock up (Freeze). It's a royal pain in the ass, but it's cool to see,
 and a good way to get some quick gold. You walk away with over
 100,000 gold if you do this until the dealer refuses to play anymore,
 which is another cool thing to see.

 .Start with Rune Blade (READ NOTES)
 7E419D44
 7E419E4A

 .Date is always Jan. 1st, 1522 (Start of Game Date) (READ NOTES)
 7EA05B00
 7EA05C00

 .How to get rid of mates
 Set their loyalty to 0 (may not work to all mates)

 NOTES: These codes where made using the ZSNES (Version 1.36) SNES emulator.
 I know they work with this program, and should work for any earlier or
 later versions of ZSNES. However, I make NO claims as if these work for
 the actual SNES game with the use of the Game Genie cheat peripheral. I
 doubt most codes would that I make, because the Game Genie didn't allow
 you to store codes, and that's why they are one time use codes. But the
 ZSNES saves your codes so the value is always what you set it at. If you
 are using the "Start with Rune Blade for the emulated version, then when
 you enter this code you will always have it, even if you sell it. If you
 actually have the original SNES game, then it's a one time use, so to sell
 it multiple times you would have to enter the code, play and sell it, save
 the game, and repeat. If your using the "Date Freeze" code, then you MUST
 use the emulator version, because Game Genie won't save the changes, it
 only change it one time.
 TIPS ON HACKING CODES FOR U.W:N.H. WITH THE ZSNES PROGRAM: If you are
 using this program, I can easily explain how to get certain codes I will
 not hack, because it would take an immense amount of time. I am going to
 explain what the values are in hex for certain things, like "Ship HP",
 "Men On Ship", etc. Now read carefully: I will not explain how to use
 the cheat finder, it's simple and explaied in the "READ ME" text when
 you download ZSNES. But I will explain what you'll need to know to get
 you started. If your searching for the value of your ships HP points
 (Red number in battle), the value is a1 - 256 1/100 ratio. So if you have
 49 on one of your ships, the exact value would be 12,544.49. Being it is
 less then .5 (Half), you round down mathamatically and you have 12,544 as
 thecode value your looking for. If the value of your ships HP is say 100,
 then 256 1/100 times 100 would equal 25601. Because after a decimaled
 number gets to at or above .5 (Half), it is rounded up...mathamatically.
 So do as the program needs you to do and increase/decrese the HP, and then
 type in the new value. BUT REMEMBER, you must add the HEX value, not the
 value showing on your game. You'll have to do the math your self. All
 computers have a scientific calculator on them, so it's no big deal. On to
 the men you have on your ship. The men you have on your ship is at a 10 to
 1 ratio. In other words, for every man you have on your ship, you times
 that number by 10. So ifyou have 100 men on a specific ship, the Hex value
 would be 1,000 in decmal numbering (regular counting) and 3E8 (In actual
 Hex). Next, you have supplies. What I mean by supplies is food & water.
 The supplies are at a 10 to 1 ratio. Look above for the definition of a
 10 to 1 ratio. And last, is generic supplies, which are Lumber and Gun
 Powder. These are at a 1 to 1 ratio I think, so you only have to enter the
 number of what you actually have...NO MATH!!! If you have 100 Gun P. & 100
 Lum. then enter 100 for each.



-----------------------------------------------------------------------------
 18.b Game Genie Codes
-----------------------------------------------------------------------------

 I think you all know what these kind of codes are. You need some kind of
 machine for it to attach that on your SNES and then you can fill in these
 cheats. Note: Use them at your own risk.
 I'd like to thank Tony Hedstrom (t_hedstrom@yahoo.com) for making them.


 NOTE:
 All of these codes must be used at the start of a new game.

 JOAO Codes

BA6D-873D
Joao starts with 156 Leadership instead of 78

EC6D-873D
Joao starts with 250 Leadership instead of 78

B16F-8D4D
Joao starts with 150 Seamanship instead of 75

EC6F-8D4D
Joao starts with 250 Seamanship instead of 75

B46F-8D1D
Joao starts with 146 Knowledge instead of 73

EC6F-8D1D
Joao starts with 250 Knowledge instead of 73

CC6F-8DCD
Joao starts with 170 Intuition instead of 85

EC6F-8DCD
Joao starts with 250 Intuition instead of 85

C06F-8D3D
Joao starts with 164 Courage instead of 82

EC6F-8D3D
Joao starts with 250 Courage instead of 82

C06F-8F4D
Joao starts with 164 Dueling Skill instead of 82

EC6F-8F4D
Joao starts with 250 Dueling Skill instead of 82

846F-8F1D
Joao starts with 178 Likeability (Charm) instead of 89

EC6F-8F1D
Joao starts with 250 Likeability (Charm) instead of 89

----------------------------------------------------
 CATALINA codes

F660-841D
Catalina starts with 24 Sail level instead of 8

9D60-841D
Catalina starts with 80 Sail level instead of 8

F360-84CD
Catalina starts with 30 Battle level instead of 10

1060-84CD
Catalina starts with 100 Battle level instead of 10

CD60-8D1D
Catalina starts with 160 Leadership instead of 80

EC60-8D1D
Catalina starts with 250 Leadership instead of 80

B360-8DCD
Catalina starts with 158 Seamanship instead of 79

EC60-8DCD
Catalina starts with 250 Seamanship instead of 79

6460-8D3D
Catalina starts with 130 Knowledge instead of 65

EC60-8D3D
Catalina starts with 250 Knowledge instead of 65

1660-8F4D
Catalina starts with 104 Intuition instead of 52

EC60-8F4D
Catalina starts with 250 Intuition instead of 52

CA60-8F1D
Catalina starts with 172 Courage instead of 86

EC60-8F1D
Catalina starts with 250 Courage instead of 86

8660-8FCD
Catalina starts with 184 Dueling Skill instead of 92

EC60-8FCD
Catalina starts with 250 Dueling Skill instead of 92

8360-8F3D
Catalina starts with 190 Likeability instead of 95

EC60-8F3D
Catalina starts with 250 Likeability instead of 95

----------------------------------------------------
ALI codes

CD6D-E41D
Ali Vezas starts with 160 Leadership (instead of 80)

EC6D-E41D
Ali Vezas starts with 250 Leadership (instead of 80)

CA6D-E4CD
Ali Vezas starts with 172 Seamanship (instead of 86)

EC6D-E4CD
Ali Vezas starts with 250 Seamanship (instead of 86)

C66D-E43D
Ali Vezas starts with 168 Knowledge (instead of 84)

EC6D-E43D
Ali Vezas starts with 250 Knowledge (instead of 84)

646D-E74D
Ali Vezas starts with 130 Intuition (instead of 65)

EC6D-E74D
Ali Vezas starts with 250 Intuition (instead of 65)

1C6D-E71D
Ali Vezas starts with 106 Courage (instead of 53)

EC6D-E71D
Ali Vezas starts with 250 Courage (instead of 53)

906D-E7CD
Ali Vezas starts with 84 Dueling Skill (instead of 42)

EC6D-E7CD
Ali Vezas starts with 250 Dueling Skill (instead of 42)

CD6D-E73D
Ali Vezas starts with 160 Likeability (instead of 80)

EC6D-E73D
Ali Vezas starts with 250 Likeability (instead of 80)

----------------------------------------------------

GENERAL codes

EC63-543D
Start a new game with $250 gold

D063-574D
Start a new game with $1,024 gold

4563-574D
Start a new game with $9,984 gold

EC63-574D
Start a new game with $64,000 gold

D763-571D
Start a new game with $196,608 gold

FD63-571D
Start a new game with over one million in gold!

EE11-742B
This makes it so if you bet 500 and you win, you get over
10 million back (by BlueJeff)


Because of the GREAT help of Tony, I'll place a link to his site here:
http://www.angelfire.com/games2/codehut


-----------------------------------------------------------------------------
 18.c Pro Action Replay Codes
-----------------------------------------------------------------------------

 Although I don't have many send in yet, here are some Pro Action Replay
 Codes (which also work when playing the emulated game).

 7E5BE964
 You crew amount will always be 100, no matter what you do.

 7EFDE964
 The friendship amount with villages will always be 100, so you don't have to
 entertain them to get a discovery (don't know if stealing affects this).

 7EF49601
 The enemy's HP stays at 1 turn on before duel, after strike turn off to
 finish your opponent in a duel.

 7E08670A
 HERE IT IS!!! The code to get the Goddess figurehead available where-ever
 and always. WARNING: The following code should not be turned ON until
 AFTER you're already in the shipyard menu and turned OFF BEFORE you leave
 the menu or the game WILL freeze. (Yes, that's annoying, but better than
 nothing at all)

-----------------------------------------------------------------------------
 19. Frequently Asked Questions
-----------------------------------------------------------------------------

 Thanks to Keegantfeel (or however his/her name is), he/she asked me a
 question which made me create this section. Actually its name shouldn't
 be Frequently, but just One Time Asked Questions, coz if you ask something
 which can be helpful to other players, I'll mention it here. If you just
 got good information, send it too.

 I've sorted out the questions because it'll become too many. Otherwise you
 can't ever find what you are looking for. There are separated in several
 sections.

*****                         SAILING & BATTLING

 Q: How do I stop scurvy? (by Keegantfeel)
 A: Buy Lime Juice, this can be bought in several cities, after using this
    item, your crew will be fit again. Nantes is one of the cities,
    Algiers is also one.

 Q: How can I beat other ships? (claim if you want to)
 A: To beat other fleets, you need a good amount of crew, and/or lots
    of cannon balls and a good sword and shield. (good fighting and
    battle skill is also handy).
     There are three ways of defeating:
    -1 Kill all the crew on the flag ship of the opponent, to do this,
       you need more crew (or at least not very less then the enemy), and
       better battle skill comes in handy, because you will kill more crew
       of him, then he will kill your (if he has more ships, it's tough
       to do this).
    -2 Defeat the captain in a duel, to do this, propose a duel when you
       attack the flag ship directly, he only accept this when he has less
       crew aboard. If you have a better sword and armor, it's almost
       sure you'll win, but dueling skills are required (battle skill)
       and just hit the right attacking/defending moves.
    -3 Bombard them to the bottom of the ocean. You'll need some cannon
       balls to make this. You either destroy the ship, or kill all the
       crew, so...

 Q: In Uncharted Waters 2, there is a better weapon than the cannon, I
    forgot what it was called unfortunately, what I wanted to ask if you
    know when they sell this weapon. Also, aside from the regular
    figureheads, there is another type, 2 of them in fact. I also don't
    know when they sell these better figureheads. Can you help?
    (by Strider & LOTS o' others)
 A: First off, I'll start with a list of figureheads (in order of
    usefulness) Seahorse, Commodore, Unicorn, Lion, Giant Eagle, Hero,
    Neptune, Dragon, Angel, Goddess. The first 8 are available almost
    everywhere (although there are a few ports I've noticed do NOT have the
    Dragon until you are able to get the Angel or Goddess). And a list of
    guns (also in order of usefulness) Saker, Demi-culverin, Culverin, Cannon
    Pedero, Demi-cannon, Cannon, Carronade. The first 6 are available at any
    shipyard, and since there's only one special type of gun, it seems easier
    to get than the Goddess figurehead.

    Ok, now to the questions of where and how to get them.... I know for a
    fact they are available in Venice, Hamburg, Antwerp, and Athens. So I
    have reason to believe they are available in ANY non-capitol shipyard.
    However, there are a few things you must do to be able to purchase these
    elusive Angel and Goddess figureheads. And Carronades for guns.

    1) The industry level of the port must be 1000. (This in and of itself
    makes getting them at capitol cities impossible since you cannot invest
    in the shipyards there) Some have speculated that having the economy of
    the port at 1000 helps... I can say I've personally bought Angel
    figureheads and Carronades when the economy was in the 900's ... So, it
    may require the economy to be 1000 for the Goddess.

    2) Your character's luck must be at the max... Luck is an unseen
    attribute of your character but you can judge it's level when you go to
    a fortune teller and ask about 'Life' I'll explain how to increase your
    luck in a bit down here.

    3) YOU (meaning the player) must have patience. Even if the above
    factors are correct, they are NOT available 100% of the time. You have
    to keep bugging the shipyard worker until he says "We have a great
    selection today." (or something similar) And even then, most of the
    time he will only offer the Angel... so keep bugging him until you get
    the Goddess.

    Now onto how to increase your luck. There are disputes about the actual
    method, but the root action is the same. Donate money to the church or
    mosque (PC version) or Round Earth Society (SNES and Genesis versions).
    The actual amount of money you donate is not as important as the
    PERCENTAGE of your cash on hand you donate. Luck also fluctuates
    throughout the game so you may find that you have to donate money at more
    than one stage of the game to keep your luck at 100.

    I conducted the following test in the SNES version (with an emulator,
    since I know which memory address was the 'Luck" for the character I was
    using I could check and modify it's value) ...

    If your luck is: ... The fortune teller will say:
  0 - 24 "Oh. I see an ominous shadow across your face. You may be doomed
    to have a difficult life."
  25-49 "Your fortune doesn't look very bright. Be careful, and watch out
    for accidents."
  50-74 "You have an average fortune. But remember, you are the one who
    carves your own destiny."
  75-99 "You have a good fortune. Have more self-confidence."
  100 "What a strong fortune! You have nothing to fear in this life."

    Quotes are from the SNES version. They may not match exactly in the PC
    version (although I think they are the same as the Genesis version).
     *Thanks Scott Zielinski for telling me that SNES=PC quotes*
    And remember, your luck should be at 100 to "unlock" the special
    figureheads and guns. If anyone out there knows the exact quote from
    the PC version please email me and I'll include it.

    I also tested different percentages and charted the luck increase.

    I started with 58 luck and 1,000,000 gold on hand. (easy number to work
    with percentages) donated an amount, noticed the increase and then
    reloaded the game for the next try. (Again, this test was on the SNES
    version on an emulator, I make no claims as to how it will work with
    the PC version)

  Percentage of Cash on Hand donated - Luck increase
  ----------------------------------------------------
  Less than 10% - None
  10% - 1 point
  11% - 2 points
  12% - 3 points
  13% - 14 % - 4 points
  15% - 16% - 5 points
  17% - 20% - 6 points
  21% - 25% - 7 points
  26% - 33% - 8 points
  34% - 50% - 9 points
  51% and up - 10 points

 Thanks to qwikblade for this USEFUL info.

 Q: How do I get fast battle experience?
 A: To get more battle experience you'd better shoot ships
    to kill them, save the flagship for last to kill them all.
    If you have gunnery and good guns this goes way faster and you
    battle experience will rack up very quickly. If you can achieve
    carronades then you are even able to take ships out with one
    shot.

 Q: What is the best way to duel?
 A: I got many questions about this one. In the section Villager Help
    you can find what block works against what attack. To win a duel
    you must first check which blade your opponent has got. Then you
    can check this faq to see which attack is most effective with that
    kind of blade. Just keep on blocking that attack, as the opponent
    will use that attack most frequently. And if he uses an other
    attack it won't do much damage. For you own attacks, keep using
    the specialty of your blade, as the computer player doesn't know
    whether you keep on using the same attack or switching between the
    three possible attacks.


*****                         TRADING

 Q: Where can I find Amber and Copper Ore? (by Pingh)
 A: Aden will give you the best price on amber as this is
    her specialty. Any port on the West African coast
    will produce amber if the market is developed enough.
    An investment of 5 ingots is usually enough.

    Copper is the specialty in Stockholm (Northern Europe),
    and Nicosia (south of Turkey), though you may have to
    invest in the market place to see it offered. Copper
    is also the found in the ports of the Ottoman Empire
    around the eastern edge of the Med, and the Black Sea
    (Alexandria, Beirut, Istanbul, etc.) East African
    ports also sell copper at about the same price it is
    sold in Stockholm (about 90). The Ports in India will
    sell copper for around 70. The only place to sell
    copper for a profit is Northern Europe and the Med.
    (answer by UWNH Topica Members)

 Q: I am currently using Ali Vezas, and the King told me to go get him
    some carpet... your faq said to have some before he asks that but
    unfortunately I read the faq after the king told me to go find carpet.
    So I go to the item store in Istanbul and they say they're closed cuz
    one of their guys has the plague, so I can't get any carpet.. to my
    knowledge, only Istanbul sells carpets. (by David)
 A: At first I wanna say that you don't really have to improve in royal
    rank. So actually you can just play on, don't care for the Sultan.
    But if you really want to it's easy. Istanbul is NOT the only port
    where you can buy carpet, as a matter of fact there are a couple of
    other cities.
    You could try the Middle-East area or Mecca, but you have to sail a
    long time when being in Istanbul, so go to Beirut, it's the most east
    port of the Mediterranean Sea, near Jaffa. Here they sell carpet
    usually. If not so, invest maximum amount of money in the market
    (=10 ingots) and wait till the first day of the next month, now there
    should be Art & Carpet in the Market. If not again, go to the
    Middle-East after all (it's not very likely this happens). (answer by
    UWNH Topica Members)


*****                         CHARACTER SPECIFIC

 Q: Can you do royal favors with Pietro Conti for the King of Italy?
    (by Andre Leclerc)
 A: Yes you can do favors for Italy's ruler. However, Pietro usually has
    a very high adventure rating, so the king usually asks for discoveries.
    If you prefer to sell discoveries rather than give them away, you
    will need to build up either his trade or piracy fame.
    (answer by UWNH Topica Members)


*****                         IN-GAME QUESTIONS

 Q: I'm given a job by the King/Sultan and I don't know where to get the
    product?
 A: If you go to a pub and try to treat a couple of times you might get
    an answer from some of the guys in there. Usually it's an area, not
    the exactly place. (answer by UWNH Topica Members)

 Q: I've found a village, what am I supposed to do now?
 A: When you see a village for the first time, be sure always to check
    out it's secret, every village has one. If you forget this couple of
    times, you won't ever find the ones back that you haven't checked.
    How do you find the secret? This is very easy. Just use 'search',
    actually this will only work with D Discoveries, like the Stonehenge.
    When it is a C-Star Discovery, you'll need to entertain the villagers
    first, to get them help you in your search for the secret. To do this
    use the 'entertain' button, this'll improve their friendship with 5
    and will reduce your food amount with 5 also. Keep this in mind!
    You have to raise the friendship until 10-20-30-40-50 or 65.
    Just check the search option after every number of ten, to save your
    food stock.

 Q: I'm doing a favor for the king/sultan, and he asks me to find an item,
    where can I find it?
 A: This isn't as hard as it seems, go to a Guild, where you can get
    normal jobs, like defeating pirates or trading goods, as well. Ask
    the man for a job, and he'll say you could get info in another port.
    When you go to the guild in this port, the guy will tell you who has
    the map to find the item needed. When you go to the pub in that port
    and treat the fellas in the pub they will tell you where your man is.
    (when you're in a capital go somewhere else, the pub fellas won't tell
    you anything)
    Now comes the hardest part, when you got the map you'll have to find
    a piece on the world that looks exactly like the one on your map (where
    the 'x' is marked). This is often in Africa or South America. When you
    have found the right place, go ashore right where the 'x'
    is. Now use the search option (default finding is clear spring or
    nothing), now you'll find the needed item to return to your king.
    When you can't find the spot, let it locate by a cartographer, you can
    save before locating it and you know where it is for free.

 Q: How can I make some fast money?
 A: Well, there are several trade routes, I'm looking for all of them now,
    but the easiest and shortest is Istanbul-Athens. Buy Carpet (for the
    lowest price of course) in Istanbul, and sell it in Athens, then you
    have to buy Art there (low price) and sell it in Istanbul, go on till
    you have reached your wished amount of gold.
    Remember that when a good is sold in a port very often, the buy price
    will drop and you will make less money (or don't make any money at all).
    To see how to make more (not-so-fast) money, look in the Trade section)

 Q: What are lumbers for? (forgot who asked this, claim it, if you want to)
 A: Lumbers are to repair your ship by yourself. When you get in a storm,
    your ship gets damaged and you although you can reject it with balm,
    your ship will be damaged a bit. You can go to a shipyard, but if you
    don't want to/don't have to time/or don't see one, go ashore somewhere
    on the land and repair your ship (if you HAVE lumbers).

 Q: What are the criterias / exp/ level(?) needed to recruit a pirate
    after we defeat them in battle? They'll keep on saying how they want
    an experienced navigators and so on and whatever. I still haven't
    bothered to get any navigators except the two you get by story-line
    since I'm using Cat. I just want pirates in my fleet. (by Brujah)
 A: Just go find them and try to recruit them every time your experience
    levels go up a few levels. If you can beat them up in battle, you're
    probably pretty close to being able to recruit them. Pilly Reis is
    the only one that really takes a whole lot of experience to recruit...
    but it's worth the wait, he has like 110 experience levels combined.
    (answer by UWNH Topica Members)

 Q: Since Pietro is Italian, all of the good Turkish ports have been
    blockaded, so that I cannot enter them. This includes the gold mines
    like, Istanbul and Alexandria. While the disadvantage in trading can
    be avoided, I have been told by the cafe owner in Massawa that I can
    get more info on the Staff of Poseidon from the fortune teller in
    Alexandria. But I can't get into Alexandria! (by Christopher)
 A: Well, actually when you have a blockade by some country, it quite easy
    to get past it. The only thing you have to do is wait till it is night,
    somewhere between 7:40pm and 4:20am and enter the port you want to get
    in. But, be aware! People in buildings can steal parts of your money!
    Do it this way, and you can enter an port you like without get blocked.

 Q: What has the amount of money Pirates have got to do with other things?
 A: Like country's fleets depend on the amount of cities it owns. The
    amount of pirate ships (and their gold) depends on your amount of
    cities. The more cities are allied to your country, the more pirates
    and the more gold they have.
    If you think about this, this is very logical, since all other enemy
    battle (+merchant) fleets will be gone if you own ALL cities and
    there would be no one to battle with.

 Q: How many ships will other countries have?
 A: This depends on the Revenue. With a max of 1000, the higher the Revenue
    (to be seen at the guild), the more ships, with a maximum of 4 trade
    ships and 5 battle ships. (2 convoy, 3 voyaging)

 Q: What's the point in investing?
 A: See the Investing subsection 11.c (you get 2000 trade fame as well)


*****                         OUT-GAME GENERAL QUESTIONS

Please, don't expect me to know what to do when your sound doesn't work,
I should say, buy the original game, because I'm no computer expert.

 Q: I can't play Duels, every time the game shuts itself down.
 A#1: Do this at own risk and make a back-up file.
    Open notepad and open the file c:\config.sys find the line that begins
    with Device=NOEMS, change this to Device=c:\windows\emm386.exe

    If this doesn't work, try to delete NOEMS from the Device line and it
    might work also. (This one actually works more often then the above)

    You may try this in combination with Answer 3.

 A#2: This is an emm386 problem, nothing to do with copy etc. To play the
    game in windows, right click on the command file (koei) and choose
    the memory tab. I can't remember the exact configuration required but
    you can add both EMS and  XMS when running the game. That should fix
    your problem, if setting both at once doesn't work, try using either
    one of those.

 A#3: 1) Click START, RUN, type "msconfig", OK
      2) Click on the "System.ini" tab
      3) Expand the folder that reads "[386Enh]"
      4) scroll down and UNCHECK the item "EMMExclude=<variable>"
      5) REBOOT
      6) Right Click Koei.exe, and click the MEMORY tab
      7) The EMS section is now available, make sure it is set to AUTO
      8) Play UWNH

    You may try this in combination with Answer 1.


 Q: Sometimes, after a duel with another guy, all the graphics screw up,
    what can I do about it? (by Pingh)
 A: If you are using an emulator, try these:

    When using the ZSNES emulator, than this problem will show up.
    Try to find the SNES9x, that one works much better.

    You can also download the whole game, at uwnh.freeservers.com,
    you don't need an emulator anymore.

    If you aren't using an emulator, try to find the newest DirectX,
    I believe it's 8.0 right now. (1.91 faq version)(answer by
    UWNH Topica Members)

 Q: Where can I actually download the game (by Desmond Lee & Sudragon)
 A: Well, if you had looked down here, you could've found the answer
    right away, but as long as nobody looks at the links, you won't find
    it. That's not true, when you take a look at one BIG search-site,
    you'll find this page immediately. I'll give you the direct link to
    the file, so it will begin downloading right away:
    http://leonid.future.ee/pub/uw2nh.zip

 Q: How do I take a screenshot (I want everybody to know how rich I am?)?
 A: This can't be done with the game, but Windows has got a good
    alternative for this. Use the 'Print Screen/Sys Rq' key just above the
    'Insert' key on your keyboard. Now you can take one screenshot at a
    time. Go to a drawing program, like Paint and 'paste' the image there.
    Save it, and you'll have a nice screenshot, because the game won't crash
    when using ALT+TAB, you can do this multiple times, without quitting and
    restarting the game.

 Q: How do I use the Game Genie Codes? (read two chapters above this one)
 A: Genie Codes can only be used when having the game on SNES, or you
    play the game on an emulator (you haven't got that, I think). If you
    have the Game Genie, you DO know how they can be used, don't bother
    it for you right now.

 Q: I've saved the game in a port, but when I go out of it, there comes a
    storm that I can't get out of and I'm out of Balm as well. What am I
    supposed to do?
 A: First, be sure to always carry about 10 Balms with you, so this won't
    ever happen to you. But if you really can't get out of the port, just
    stay in the Lodge for 1 or 2 months and you should be able to get out
    of it, if not you're very unlucky (and a bit stupid not have bought
    Balm).

 Q: I can't hear any sound in the full game version, using Win2000. (by Rio)
 A: There is no answer, since Win2000 has no DOS sound drivers installed.
    Just put up some other music, the UWNH music isn't so great after all,
    so it doesn't really matter.

 Q: I've done everything there could be done in the game, are there other
    games that look like UWNH?
 A: Yes there are. I list them here:
    -Patrician 2 & 3
    -Pirates (Gold)
    -Celtic Tales: Balor of the Evil Eye (no sailing at all, a Koei game)
    -Sea Dogs 1 & 2
    (answer by UWNH Topica list members)


-----------------------------------------------------------------------------
 20. Links
-----------------------------------------------------------------------------

Here are some game-related sites placed:

   The Best UWNH Site EVER  -- http://uwnh.freeservers.com/
   Official Koei Games Site -- http://www.koeigames.com
   Some Vague Images        -- http://www.vgmuseum.com/newhorizons.html
   More Images              -- http://www.gaming-intelligence.com/artwork/
                                      games/uw-nh.html
   Villages List            -- http://uncwnh.8m.com/main.htm
   UWNH Nirvana             -- http://www.geocities.com/scalylizard.geo/
                                      newhorizons/index.html
   UWNH Dedicated           -- http://www.uwnh.net
   Bulletin Board           -- http://www.tek-world.com/board

Other Faqs of Uncharted Waters 2: New Horizons (mine is the best, anyway :)
  -=-http://www.gamefaqs.com/computer/doswin/file/new_horizons.txt
   (by PuppyChiFlower)
  -=-http://www.gamefaqs.com/computer/doswin/file/new_horizon_changes.txt
   (by PuppyChiFlower) SNES to PC Changes
  -=-http://www.gamefaqs.com/console/snes/file/
            uncharted_waters_new_horizons.txt (by XYou)

-----------------------------------------------------------------------------
 21. Credits
-----------------------------------------------------------------------------

 Here some stuff about the persons and corporations that helped me:
 (just in order the helped me, from the beginning till now)
 The names with a * before them, provided ^great^ help.

 *Mr. Jerry Webber      Again! For making the main-line walkthrough,
                        so I could revise it and get out the many mistakes.
 CJayC @ GameFaqs.com   Placing this faq at GameFaqs.com (first to have it)
 Koeigames              Making this super game and helped me accomplishing it
 Dan Simpson            For lay-out, stuff, and made me doing faq-writing
 Leonid Malikov         Made me solve the game (+general information)
 Tony Hedstrom          Providing me the Game Genie Codes
 Keegantfeel            Made me creating Frequently Asked Questions
 Other webmasters       For also placing this FAQ
 UWNH Topica Members    They helped me with a lot of the questions
 *Mathieu Gauthier      Provided me (almost) all the names of ports
 Ed Wyn                 Notified me of five not listed ports and brought
                         up the idea of adding the chapters: Items and
                         Discoveries
 *Tri Laksmana          For providing the list with all the Discoveries
 *Scaly Lizard          Letting me add his Oddities of the game to the faq
                         Plus: provided HUGE trade and world dom. sections
 Jon Nicholson          For let me adding two items (Errol and Muramasa)
 Arc~en~ciel            Letting me know that Blue Crescent exists and for
                         brought up the idea of where to buy cartographer &
                         gunnery skills and who pays best for discoveries
 *The Mad Hatter        Helping me with many questions (UWNH Topica Member)
 *Chris(topher) Bzik    Added a lot of additional information(ports & ships)
 Beerwolf               Letting me know that I forgot the Flamberge
 *Tom King              Provided me information about ships (+gen. info)
 BlueJeff               Gave one GameGenie Code
 SW (MrC)               How to get rid off mates (mistake in Odds section)
 Markus Selander        Added the final 98th village + info on the Flamberge
 Nelson                 Send in 3 Pro Action Replay Codes
 Dustin Lien            Let me know that something was wrong with the Odds
 Travis                 Send in an Anecdote
 Steven Savoy           Gave me some little info on the Ships
 Jacob Walker           Blue Crescent is also in Changan
 Janke24                Nice story: 1000 ingots trip; Rio - Lubeck
 *LockeVanish           Provided *ALL* Waitresses names plus Mates' names
                         and their whereabouts (+2 quirks)
 Qwikblade              Finally: Goddess, Angel, Carronades info to get them
 Daniel Kee             Some trading profit lists (3)
 Chaud                  Added Item: Obsidian Lithograph
 JCD                    Various info (UW5 being created???)
 Scott                  Fortune Teller's quotes on PC are the same as SNES
 *DirtyFerret           A Lot of Stats for Free Mates
 Ubby                   Gave me an item
 Dante                  Came up with the idea for 'Funny List'
 *Antonius Eko          Quite some changes and adds to the faq
 M.D. Muff              Trade Route Amsterdam-Timbuktu (Mosquito-Elephant)
 Will Moore             Economic Power, Combat Power, Ship adds, Gold Power
 Dan Holder             Raymond Burke + Sadam Baba
 Jordan Kong            Save code
 Damien                 Hex editing sub-section
 Rudy Abdul Gafar       Stehpan Goethel as mate
 Raymond                An untruth, general tip
 Edwin Spence           Another trade route (Santa Cruz-Lubeck)
 Josseppi               Hamid Lal quirk
 Paul Dickinson         Good load of waitress info

-----------------------------------------------------------------------------
 22. Version History
-----------------------------------------------------------------------------

 Version 1.0 (21 October 2000) 55,0 kb
  Original Version

 Version 1.1 (25 October 2000) 56,8 kb
  Changed something in the top
  Added some enters to clear the faq up
  Added other faqs of mine
  Cleared up a bit more
  Added three permissioned sites

 Version 1.15 (28 October 2000) 57,1 kb
  Added a site where this FAQ may be
  Li'l Changes

 Version 1.5 (4 November 2000) 60,0 kb
  Added a lot of Game Genie Codes (by Tony Hedstrom)
  Added one site that is permission given to

 Version 1.6 (21 November 2000) 61,0 kb
  Added the new chapter "Frequently Asked Questions"
  Added a question to that section
  Added two permission given sites
  Minor Changes

 Version 1.65 (13 December 2000) 61,4 kb
  Added a new Frequently Asked Question
  Removed ICQ, I don't use it anymore, so don't send anything
  Bit moved round 'N changed

 Version 1.7 (16 December 2000) 62,3 kb
  Changed the second question, well actually the answer
  Not even really small changes

 Version 1.75 (22 December 2000) 63,3 kb
  Added two new questions

 Version 1.8 (30 December 2000) 64,6 kb
  Added a bunch of Game Genie Codes for ALI VEZAS
  Added a link to Tony Hedstrom (for all the help)
  Cleared up a bit

 Version 1.85 (4 January 2001) 65,1 kb
  Added a new question (REALLY important one)

 Version 1.9 (January the 8th 2001) 65,6 kb
  Added a couple of Game Genie Codes

 Version 1.91 (January the 20th 2001) 66,5 kb
  Added ONE whole site to the permissioned ones
  Changed something around

 Version 1.95 (February the 15th 2001) 68,3 kb
  Added two questions/answers

 Version 1.96 (March the 11th 2001) 71,0 kb
  Added all the ports listed in the game (by Mathieu Gauthier)
   (I'll add lots of other things that have to do with ports...)
  Fixed some mistypes

 Version 2.0 (March the 22nd 2001) 72,6 kb
  Added all the co-ordinates to the ports

 Version 2.01 (April the 23rd 2001) 73,5 kb
  Added the ports: Naalehu, Tahiti, Suva, Guam and Juneau with their
   co-ordinates (help from Ed Wyn)
 Added my ICQ number for the wannabees
 Came up with the idea of placing ALL the items and discoveries (Ed Wyn)

 Version 2.05 (May the 3rd 2001) 81,2 kb
  Removed ICQ immediately, it sucks
  Added three questions, all thought up by myself!
  Added two chapters: Items and Discoveries
  Added 25 Items
  Added the port: Hamburg (just dumb I forgot that one!!!)

 Version 2.1 (May the 6th 2001) 85,2 kb
  Added all the items that can be found (at normal times)
  Changed some Ports Info, because it was wrong

 Version 2.11 (May the 7th 2001) 86,0 kb
  Changed the Main Info
  Rewrote lots of beginning "info" at the top of sections
  Started to test my walkthroughs

 Version 2.2 (May the 11th 2001) 103kb
  Added one question, by myself
  Added all the discoveries, wheew!!! by Tri Laksmana
  Added some credits (3 actually)
  Added new chapter "Oddities" by Scaly Lizard
  Added two more links
  Still working on walkthroughs (and 2am items)

 Version 2.3 (May the 21st 2001) 108kb
  Added five more Items (send me more!!!)
  Added three new questions to the 'FAQ' (send me more!!!)
  Revised Joao Franco's walkthrough totally (now it's perfect)
  Began revising Cat's walkthrough

 Version 2.31 (May the 27th 2001) 109kb
  Added one question
  Added some copyright info and ONE CRUSH SITE (DON'T VISIT THESE!!!)
  Added one permissioned site

 Version 2.32 (May the 31st 2001) 110kb
  Added three items
  Changed my nickname to Eastpolar (there were too many Mikes on GameFaqs)

 Version 2.35 (June the 13th 2001) 120kb
  Got out a couple of 50 typing mistakes
  Added the new chapter: Skills
  Added 8 new items
  Added one permissioned site
  Added two new questions to the 'FAQ'
  Combined 'Cheat Codes' and 'Game Genie Codes' to Cheat Codes + de-section
  Added System Requirements
  Added new chapter: Ships
  Enlarged the section Ports a huge bit
  Rearranged the sections 7-11

 Version 2.4 (June the 18th 2001) 135kb
  Added one question
  Added the Ships
  Added Christopher's e-mail address
  Added one Oddity
  Cleared up the Oddities section
  Updated the Skills
  Created the 'Game Options' section
  Added one item (Flamberge)
  Added some to the notes
  Added two credits
  Added to the notes by the Ships, what Tacking is
  *Next Update: -FAQ section cleaned up
                -Cat's Walkthrough revised
                -More Ports by Christopher
                -ALL the Ships

 Version 2.5 (July the 23rd 2001) 143kb
  Added one site where this faq can be found
  Updated the Ports list with lots of additional information (and ports too)
  Cleared up the Ships alphabetically
  Added Tekkousen and Full Rigged Ship
  Updated Ship Stats (thanks Tom)
  Cleaned the FAQ section (you'll find things lot easier now)
  Added Tom and Jerry (removed accidently) on top (sounds fun :)
  Added a site down here
  Fixed something with the odds (MrC thanks!)
  Added all the ports with their specs
  *Next Update: -Cat's Walkthrough revised
                -because the above was too late, Otto will also be revised
                -if I have time :), it takes lots of time

 Version 2.6 (August the 12th 2001) 163kb
  Added a site down here
  Revised Catalina's Walkthrough finally (there were rather what mistakes)
  Changed Copyright info
  Finally added the 98th village, thanks to Markus S.
  Removed all the 'helpers' on top, this doesn't work (except Christopher)
  Added all the Discovery definitions
  Added a 'Cheat'
  Added more Flamberge info, thanks to Markus S. again
  Changed some to the Notes at the top
  Added the sub-section 13.a Villager Help (nothing there yet, though)
  Added Dark Crystal item
  Added another two sites down here
  Changed the answer to the King Favor question
  Added all the prices of the Goods to the Ports List
  Changed Skills to Various Info
  Added the subsection 11.a 11.b 11.c
  Added some Mates info
  Format Changes to the Notes
  Began revising Otto's walkthrough
  Lots of Li'l Changes

 Version 2.7 (March the 28th 2002) 172kb
  Came up with another question + answer
  Added another answer to the duel question
  Created new Sub Section 11.d Readers Info + Anecdotes (that really help)
  Listed sites down here alphabetically
  Changed a lot at the top; it's clearer now
  Added Pro Action Replay Codes
  Finally got the right 'Angel + Goddess' answer
  More Ships info
  Changed info about 'Get rid of Mate'
  Added Pro Action Replay Code: ALWAYS Goddess Figurehead
  Added an anecdote: 1000 ingots trip
  Wow! Real Copyright Notice! Check it out!
  Wrote another FAQ, in the shameless self promotion
  Many Minor Changes
  ! Celebrated 1st birthday of this FAQ :) !
  * Promise: Otto's walkthrough WILL be revised in the next update.

 Version 2.8 (July the 30th 2002) 247kb = 84 print pages
  Added 3 FAQ-questions
  Added *ALL* the Waitresses in the Mates section
  Added *ALL* the mates (copyright, haha)
  LockeVanish. Thanks for doing the above 2 things
  Added *-credits (for the BIG helpers)
  Completed the 'Villager Help' section (some useful info, really)
  FINNALY, really good answer to the Goddess + Carronades question to get it
  Divided section Oddities in two parts (REAL parts)
  Added about 1 MB to the Trade section (thanks Scaly Lizard!!!!!)
  Added Trade Section (it's gonna be grande)
  Divided the Trade section into five(!) parts. It was too big to handle.
  Yup, the World Domination section has got some good strategies (thanks S.L.)
  Added another two questions
  Another duel answer
  Added two links
  Yoopi!!! Revised Otto's walkthrough (after a year), maybe Ernst's next??
  *BIGGEST UPDATE EVER* (to Scaly: "Thanks!")

Version 2.9 (August 9 2002) 271kb
  Added two quirks by LockeVanish
  Forgot Daniel Kee's trading lists, they're here now
  Added a cheat
  Err... Bohn? It's Ernst von Bohr
  Revised Ernst's walkthrough (..easy)
  E-v-e-r-y single matey in the game, #106 (non-vagabonds too)

Version 2.91 (August 22 2002) 271kb
  Updated the sites that may have this one
  Changed e-mail address: maiic_groels@hotmail.com

Version 3.0 (March 24 2003) 282kb
  Added Item: Obsidian Lithograph (thanks Chaud)
  JCD let me know: UN5 being made, storm solve and Light Galley info
  Scott told me that the PC quotes from the Fortune Teller are same as SNES
  Some info about the beat-hire mateys
  Added Gamers-Realm site to permissioned ones
  What's HEX editing part... in cheats section
  Some kind of duel glitch solve... combination... whatever
  Every *stat* of Single Matey! (thanks Dirty Ferret!)
  Added FAQ Stats, all the way down
  ! Celebrated 2nd anniversary of the FAQ :)!

 Version 3.1 (July 7 2003) 287kb
   Small Changes (tabs and spaces and words)
   Added 'Things To Be Done' at the Bottom with Faq Stats
   Added item: State with Eyes
   Added pre-section: General Game Watch-outs
   Added the 'Funny List' at Oddities
   Changed Otto's walkthrough around
   Diamond Crown/Danzig Stairway
   More changes that can't even be noticed
   Added supply port Cape Cod (how dumb...)
   Added 7 sailors I missed in the 'sailors with jobs' list (again: stupid)
   Japanese name NOW AVAILABLE, haha.
   Added another Trade Route (Amsterdam-Timbuktu)

 Version 3.11 (July 8 2003) 291kb
  Added Trade Chart by Chris Bzik
  Added subsection Trade Routes (it got too extended)

 Version 3.2 (July 2 2004) 304kb
  Added some words at the top
  Added question about Dueling
  Revised some small parts
  Chris Bzik did a complete read-through, noticed mistakes. THANKS!
  Something on Hidden Treasures
  Split up of the Trade section(s) (a-f was way TOO many)
  Something about Maximum Economic Power
  Some maximums and extremes by Wil Moore
  Added two mates
  Save Code
  Hex editing

 Version 3.3 (July 1, 2005) 328kb
  Some minor changes, as always
  Added Stehpan Goethel as mate
  Untruths that villagers speak
  General tip added
  Added some things to be investigated
  Santa Cruz-Lubeck trade route
  Added a lame ass cheat
  Massive Mate Update (thanks Antonius)
  New Reader Info
  Version story
  Added (2) quirks and cheat
  Hex edit
  Some waitress info
  Some additions to the Otto story (vs. Spain)
  Some info on selling items
  How to get rid of scenario cheating
  Hamid Lal is a weirdo
  Added 'easy pirate beating'
  Edited investing by others
  Hire Joao with Catalina!!
  Good lump of waitress info
  Some additional Superfleet info
  Processed 22 e-mails with valubale info
  *Celebrated 4th birthday of this FAQ*

 Version 3.4 (July 7, 2005) 330kb
  Cleaned up some useless info
  Added Basterd Sword as item (quite dumb, it IS in the walkthrough)
  Done the church 'checklist' of Europe
  Checked every port on '2am' items, check!
  Revised Pietro's walkthrough
  Cleaned up some more crap (I even removed some parts)
  Did some layout changes to make it more clear (chapter split-up)
  Defecting
  Added trade route
  Added some additional info to mutliple parts
  Done a mate runthrough again, hopefully it is 100% correct now

-----------------------------------------------------------------------------
 23. Copyright Info
-----------------------------------------------------------------------------

 (c) This document is copyrighted by Mike Groels.
 All rights reserved. Nothing from this document may be pluralised, saved in
 an automatic database or being published, in what way or form so-ever, either
 electronical, mechanical, by photocopies, recordings or in any other way,
 without the permission of the author (that would be me).

 Where the making of copies from this document is permitted based on article
 16b Copyright 1912j' the Decision of June 20, 1974, pc 351, like changed in
 the Decision of August 23, 1985, pc 471, and article 17 Copyright 1912, one
 has to pay the therefor legal indebted compensation to the Foundation
 Reprorecht (Box nr. 882, 1180 AW, Amstelveen, the Netherlands). For copying
 (a) part(s) of this document in anthologies, readers or other works of
 compilation (article 16 Copyright 1912) one has to contact the author.

 In very English:
 This means that you may not publish this document anywhere without
 permission of the author. I WILL take serious action against you, look down
 here, BAD PUBLICITY (also being recognized by GameFaqs.com).
 If you want it on your site, mail to maiic_groels@hotmail.com
 it's almost sure you'll get the permission (...it's just one mail).
 If you see this FAQ on any other page then:

   http://www.gamefaqs.com
   http://DLH.Net (version 1.95)
   http://www.gamers-realm.com
   http://www.gamesover.com
   http://www.the-spoiler.com

 please, also mail me, so I can take action against them.
 Another thing, you may NOT, make profit of this FAQ in any way.
 Please mail me about this, when you are viewing this faq on a site that
 isn't listed, e-mail me, because I WILL be pissed on them.

 Sites that may not contain this faq (ever):
	http://www.gameunited.com (They said the site was down, crap)

 I've written faqs for:

   PC   -- Broken Sword: Shadow of the Templars (also PSX + GBA)
        -- Ultimate Soccer Manager 2 (1996-1997 season)
        -- Uncharted Waters 2: New Horizons (also SNES + Genesis + PSX)
   SNES -- FIFA International SOCCER

 These can be found at:
   http://www.gamefaqs.com/features/recognition/4815.html
   (together with some reviews I've written)

FAQ STATS:
Words: 54.460
Pages: 128

THINGS TO BE DONE:
- MAYOR LAY-OUT review (anyone ideas?), it's getting all mixed up I guess
-maybe some more specific storm ideas
-trade routes (excellent ones)
-some more info on specific port 'things'
-'hidden treasures' that are asked by a royalty
-need still to complete 1 walkthrough (but i'm doing it myself)
-completing the 'game options', just to have it, not really special
-General Watch-Outs
-Scaly Lizard's Story shortened
-Swordfighting formula?
-Does type of ship influence seamanship/leadership increases (not for xp)
-Linkage of ports with other ports (wormholes)
-----------------------------------------------------------------------------

               Now, it's the END...
                Or is it? Will it be?