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Unity in Action Multiplatform Game Development in C with Unity 5 1st Edition Joseph Hocking download

The document is a resource for learning multiplatform game development using Unity 5 and C#. It includes various topics such as getting started with Unity, building 3D and 2D games, adding interactivity, and deploying games. The book is authored by Joseph Hocking and was published by Manning Publications in 2015.

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100% found this document useful (2 votes)
269 views

Unity in Action Multiplatform Game Development in C with Unity 5 1st Edition Joseph Hocking download

The document is a resource for learning multiplatform game development using Unity 5 and C#. It includes various topics such as getting started with Unity, building 3D and 2D games, adding interactivity, and deploying games. The book is authored by Joseph Hocking and was published by Manning Publications in 2015.

Uploaded by

neshobaruwa
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© © All Rights Reserved
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Unity in Action Multiplatform Game Development in C
with Unity 5 1st Edition Joseph Hocking Digital Instant
Download
Author(s): Joseph Hocking
ISBN(s): 9781617292323, 161729232X
Edition: 1
File Details: PDF, 15.92 MB
Year: 2015
Language: english
Multiplatform game development in C#

Covers Unity 5

Joseph Hocking
FOREWORD BY Jesse Schell

MANNING
Unity in Action

Licensed to Mark Watson <nordickan@gmail.com>


ii

Licensed to Mark Watson <nordickan@gmail.com>


Unity in Action
Multiplatform Game Development in C#

JOSEPH HOCKING

MANNING
SHELTER ISLAND

Licensed to Mark Watson <nordickan@gmail.com>


iv

For online information and ordering of this and other Manning books, please visit
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For more information, please contact
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©2015 by Manning Publications Co. All rights reserved.

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Many of the designations used by manufacturers and sellers to distinguish their products are
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Recognizing the importance of preserving what has been written, it is Manning’s policy to have
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Recognizing also our responsibility to conserve the resources of our planet, Manning books are
printed on paper that is at least 15 percent recycled and processed without elemental chlorine.

Manning Publications Co. Development editor: Dan Maharry


20 Baldwin Road Technical development editor: Scott Chaussee
PO Box 761 Copyeditor: Elizabeth Welch
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ISBN: 9781617292323
Printed in the United States of America
1 2 3 4 5 6 7 8 9 10 – EBM – 20 19 18 17 16 15

Licensed to Mark Watson <nordickan@gmail.com>


brief contents
PART 1 FIRST STEPS ................................................................ 1
1 ■
Getting to know Unity 3
2 ■
Building a demo that puts you in 3D space 21
3 ■
Adding enemies and projectiles to the 3D game 46
4 ■
Developing graphics for your game 69

PART 2 GETTING COMFORTABLE ........................................... 93


5 ■
Building a Memory game using Unity’s new 2D
functionality 95
6 ■
Putting a 2D GUI in a 3D game 119
7 ■
Creating a third-person 3D game: player movement
and animation 140
8 ■
Adding interactive devices and items within the game 167

PART 3 STRONG FINISH ....................................................... 193


9 ■
Connecting your game to the internet 195
10 ■
Playing audio: sound effects and music 222
11 ■
Putting the parts together into a complete game 246
12 ■
Deploying your game to players’ devices 276

Licensed to Mark Watson <nordickan@gmail.com>


vi BRIEF CONTENTS

Licensed to Mark Watson <nordickan@gmail.com>


contents
foreword xv
preface xvii
acknowledgments xix
about this book xx

PART 1 FIRST STEPS ..................................................... 1

1 Getting to know Unity 3


1.1 Why is Unity so great? 4
Unity's strengths and advantages 4 Downsides to be

aware of 6 Example games built with Unity 7


1.2 How to use Unity 9


Scene view, Game view, and the Toolbar 10 Using the mouse

and keyboard 11 The Hierarchy tab and the Inspector 12


The Project and Console tabs 13


1.3 Getting up and running with Unity programming 14
How code runs in Unity: script components 15 Using

MonoDevelop, the cross-platform IDE 16 Printing to the


console: Hello World! 17


1.4 Summary 20

vii

Licensed to Mark Watson <nordickan@gmail.com>


viii CONTENTS

2 Building a demo that puts you in 3D space 21


2.1 Before you start… 22
Planning the project 22 ■
Understanding 3D coordinate space 23
2.2 Begin the project: place objects in the scene 25
The scenery: floor, outer walls, inner walls 25 Lights and ■

cameras 27 The player’s collider and viewpoint 29


2.3 Making things move: a script that applies transforms 30


Diagramming how movement is programmed 30 Writing code to ■

implement the diagram 31 Local vs. global coordinate space 32


2.4 Script component for looking around: MouseLook 33


Horizontal rotation that tracks mouse movement 35 Vertical ■

rotation with limits 35 Horizontal and vertical rotation at the


same time 38
2.5 Keyboard input component: first-person controls 40
Responding to key presses 40 Setting a rate of movement

independent of the computer’s speed 41 Moving the ■

CharacterController for collision detection 42 Adjusting ■

components for walking instead of flying 43


2.6 Summary 45

3 Adding enemies and projectiles to the 3D game 46


3.1 Shooting via raycasts 47
What is raycasting? 47 Using the command

ScreenPointToRay for shooting 48 Adding visual indicators ■

for aiming and hits 50


3.2 Scripting reactive targets 53
Determining what was hit 53 ■
Alert the target that
it was hit 54
3.3 Basic wandering AI 55
Diagramming how basic AI works 56 “Seeing” obstacles ■

with a raycast 56 Tracking the character’s state 58


3.4 Spawning enemy prefabs 60


What is a prefab? 60 Creating the enemy prefab 60

Instantiating from an invisible SceneController 61


3.5 Shooting via instantiating objects 63
Creating the projectile prefab 64 Shooting the projectile

and colliding with a target 65 Damaging the player 67


3.6 Summary 68

Licensed to Mark Watson <nordickan@gmail.com>


CONTENTS ix

4 Developing graphics for your game 69


4.1 Understanding art assets 69
4.2 Building basic 3D scenery: whiteboxing 72
Whiteboxing explained 72 Drawing a floor plan for the

level 73 Laying out primitives according to the plan 74


4.3 Texture the scene with 2D images 75


Choosing a file format 76 ■
Importing an image file 77
Applying the image 78
4.4 Generating sky visuals using texture images 80
What is a skybox? 80 ■
Creating a new skybox
material 81
4.5 Working with custom 3D models 83
Which file format to choose? 83 ■
Exporting and importing
the model 84
4.6 Creating effects using particle systems 86
Adjusting parameters on the default effect 87 Applying a ■

new texture for fire 88 Attaching particle effects to


3D objects 90
4.7 Summary 91

PART 2 GETTING COMFORTABLE ................................ 93

5 Building a Memory game using Unity’s new 2D


functionality 95
5.1 Setting everything up for 2D graphics 96
Preparing the project 97 Displaying 2D images (aka

sprites) 98 Switching the camera to 2D mode 101


5.2 Building a card object and making it react to clicks 102


Building the object out of sprites 102 ■
Mouse input code 103
Revealing the card on click 104
5.3 Displaying the various card images 104
Loading images programmatically 104 Setting the image ■

from an invisible SceneController 105 Instantiating a grid■

of cards 107 Shuffling the cards 109


5.4 Making and scoring matches 110


Storing and comparing revealed cards 111 Hiding ■

mismatched cards 111 Text display for the score 112


Licensed to Mark Watson <nordickan@gmail.com>


x CONTENTS

5.5 Restart button 114


Programming a UIButton component using SendMessage 115
Calling LoadLevel from SceneController 117
5.6 Summary 118

6 Putting a 2D GUI in a 3D game 119


6.1 Before you start writing code… 121
Immediate mode GUI or advanced 2D interface? 121
Planning the layout 122 Importing UI images 122

6.2 Setting up the GUI display 123


Creating a canvas for the interface 123 Buttons, images, and

text labels 124 Controlling the position of UI elements 127


6.3 Programming interactivity in the UI 128


Programming an invisible UIController 129 Creating a pop-up

window 131 Setting values using sliders and input fields 133

6.4 Updating the game by responding to events 135


Integrating an event system 136 Broadcasting and listening

for events from the scene 137 Broadcasting and listening for

events from the HUD 138


6.5 Summary 139

7 Creating a third-person 3D game: player movement and


animation 140
7.1 Adjusting the camera view for third-person 142
Importing a character to look at 142 Adding shadows to the

scene 144 Orbiting the camera around the player


character 145
7.2 Programming camera-relative movement controls 148
Rotating the character to face movement direction 149
Moving forward in that direction 151
7.3 Implementing the jump action 152
Applying vertical speed and acceleration 153 Modifying the

ground detection to handle edges and slopes 154


7.4 Setting up animations on the player character 158
Defining animation clips in the imported model 160
Creating the animator controller for these animations 162
Writing code that operates the animator 165
7.5 Summary 166

Licensed to Mark Watson <nordickan@gmail.com>


CONTENTS xi

8 Adding interactive devices and items within the game 167


8.1 Creating doors and other devices 168
Doors that open and close on a keypress 168 Checking ■

distance and facing before opening the door 170


Operating a color-changing monitor 171
8.2 Interacting with objects by bumping into them 172
Colliding with physics-enabled obstacles 173 Triggering the

door with a pressure plate 174 Collecting items scattered


around the level 176


8.3 Managing inventory data and game state 178
Setting up player and inventory managers 178
Programming the game managers 180 Storing inventory

in a collection object: List vs. Dictionary 184


8.4 Inventory UI for using and equipping items 186
Displaying inventory items in the UI 186 Equipping a key

to use on locked doors 188 Restoring the player’s health by


consuming health packs 190


8.5 Summary 191

PART 3 STRONG FINISH ........................................... 193

9 Connecting your game to the internet 195


9.1 Creating an outdoor scene 197
Generating sky visuals using a skybox 197 ■
Setting up an
atmosphere that’s controlled by code 198
9.2 Downloading weather data from an internet service 201
Requesting WWW data using coroutines 203 Parsing ■

XML 207 Parsing JSON 209 Affecting the scene based


■ ■

on Weather Data 210


9.3 Adding a networked billboard 212
Loading images from the internet 212 Displaying images

on the billboard 214 Caching the downloaded image


for reuse 216


9.4 Posting data to a web server 217
Tracking current weather: sending post requests 218 ■
Server-
side code in PHP 220
9.5 Summary 221

Licensed to Mark Watson <nordickan@gmail.com>


xii CONTENTS

10 Playing audio: sound effects and music 222


10.1 Importing sound effects 223
Supported file formats 223 ■
Importing audio files 225
10.2 Playing sound effects 226
Explaining what’s involved: audio clip vs. source vs.
listener 226 Assigning a looping sound 228

Triggering sound effects from code 229


10.3 Audio control interface 230
Setting up the central AudioManager 230 ■
Volume control
UI 232 Playing UI sounds 236

10.4 Background music 236


Playing music loops 237 Controlling music volume

separately 240 Fading between songs 242


10.5 Summary 245

11 Putting the parts together into a complete game 246


11.1 Building an action RPG by repurposing projects 247
Assembling assets and code from multiple projects 248
Programming point-and-click controls: movement and
devices 250 Replacing the old GUI with a new interface

255
11.2 Developing the overarching game structure 261
Controlling mission flow and multiple levels 262 Completing ■

a level by reaching the exit 265 Losing the level when caught

by enemies 268
11.3 Handling the player’s progression through the game 269
Saving and loading the player’s progress 269 ■
Beating the
game by completing three levels 273
11.4 Summary 275

12 Deploying your game to players’ devices 276


12.1 Start by building for the desktop: Windows, Mac, and
Linux 278
Building the application 279 Adjusting Player Settings:

setting the game’s name and icon 280 Platform-dependent


compilation 281
12.2 Building for the web 282
Unity Player vs. HTML5/WebGL 282 Building the Unity■

file and a test web page 282 Communicating with JavaScript


in the browser 283

Licensed to Mark Watson <nordickan@gmail.com>


CONTENTS xiii

12.3 Building for mobile apps: iOS and Android 285


Setting up the build tools 286 ■
Texture compression 289
Developing plug-ins 290
12.4 Summary 298

afterword 299

appendix A Scene navigation and keyboard shortcuts 302


appendix B External tools used alongside Unity 304
appendix C Modeling a bench in Blender 308
appendix D Online learning resources 316

index 319

Licensed to Mark Watson <nordickan@gmail.com>


xiv CONTENTS

Licensed to Mark Watson <nordickan@gmail.com>


foreword
I started programming games in 1982. It wasn’t easy. We had no internet. Resources
were limited to a handful of mostly terrible books and magazines that offered fascinat-
ing but confusing code fragments, and as for game engines—well, there weren’t any!
Coding games was a massive uphill battle.
How I envy you, reader, holding the power of this book in your hands. The Unity
engine has done so much to open game programming to so many people. Unity has
managed to strike an excellent balance by being a powerful, professional game engine
that’s still affordable and approachable for someone just getting started.
Approachable, that is, with the right guidance. I once spent time in a circus troupe
run by a magician. He was kind enough to take me in and help guide me toward
becoming a good performer. “When you stand on a stage,” he pronounced, “you
make a promise. And that promise is ‘I will not waste your time.’”
What I love most about Unity in Action is the “action” part. Joe Hocking wastes none
of your time and gets you coding fast—and not just nonsense code, but interesting
code that you can understand and build from, because he knows you don’t just want
to read his book, and you don’t just want to program his examples—you want to be
coding your own game.
And with his guidance, you’ll be able to do that sooner than you might expect. Fol-
low Joe’s steps, but when you feel ready, don’t be shy about diverging from his path
and breaking out on your own. Skip around to what interests you most—try experi-
ments, be bold and brave! You can always return to the text if you get too lost.

xv

Licensed to Mark Watson <nordickan@gmail.com>


xvi FOREWORD

But let’s not dally in this foreword—the entire future of game development is
impatiently waiting for you to begin! Mark this day on your calendar, for today is the
day that everything changed. It will be forever remembered as the day you started
making games.

JESSE SCHELL
CEO OF SCHELL GAMES
AUTHOR OF THE ART OF GAME DESIGN

Licensed to Mark Watson <nordickan@gmail.com>


preface
I’ve been programming games for quite some time, but only started using Unity rela-
tively recently. Unity didn’t exist when I first started developing games; the first version
was released in 2005. Right from the start, it had a lot of promise as a game develop-
ment tool, but it didn’t come into its own until several versions later. In particular, plat-
forms like iOS and Android (collectively referred to as “mobile”) didn’t emerge until
later, and those platforms factor heavily into Unity’s growing prominence.
Initially, I viewed Unity as a curiosity, an interesting development tool to keep an eye
on but not actually use. During this time, I was programming games for both desktop
computers and websites and doing projects for a range of clients. I was using tools like
Blitz3D and Flash, which were great to program in but were limiting in a lot of ways. As
those tools started to show their age, I kept looking for better ways to develop games.
I started experimenting with Unity around version 3, and then completely
switched to it when Synapse Games (the company I work for now) started developing
mobile games. At first, I worked for Synapse on web games, but we eventually moved
over to mobile games. And then we came full circle because Unity enabled us to
deploy to the web in addition to mobile, all from one codebase!
I’ve always seen sharing knowledge as important, and I’ve taught game develop-
ment for the last several years. In large part I do this because of the example set for
me by the many mentors and teachers I’ve had. (Incidentally, you may even have
heard of one of my teachers because he was such an inspiring person: Randy Pausch
delivered the Last Lecture shortly before he passed away in 2008.) I’ve taught classes
at several schools, and I’ve always wanted to write a book about game development.

xvii

Licensed to Mark Watson <nordickan@gmail.com>


xviii PREFACE

In many ways, what I’ve written here is the book I wish had existed back when I was
first learning Unity. Among Unity’s many virtues is the availability of a huge treasure
trove of learning resources, but those resources tend to take the form of unfocused
fragments (like the script reference or isolated tutorials) and require a great deal of
digging to find what you need. Ideally, I’d have a book that wrapped up everything I
needed to know in one place and presented it in a clear and logically constructed
manner, so now I’m writing such a book for you. I’m targeting people who already
know how to program, but who are newcomers to Unity, and possibly new to game
development in general. The choice of projects reflects my experience of gaining
skills and confidence by doing a variety of freelance projects in rapid succession.
In learning to develop games using Unity, you’re setting out on an exciting adven-
ture. For me, learning how to develop games meant putting up with a lot of hassles.
You, on the other hand, have the advantage of a single coherent resource to learn
from: this book!

Licensed to Mark Watson <nordickan@gmail.com>


acknowledgments
I would like to thank Manning Publications for giving me the opportunity to write this
book. The editors I worked with, including Robin de Jongh and especially Dan
Maharry, helped me throughout this undertaking, and the book is much stronger for
their feedback. My sincere thanks also to the many others who worked with me during
the development and production of the book.
My writing benefited from the scrutiny of reviewers every step of the way. Thanks
to Alex Lucas, Craig Hoffman, Dan Kacenjar, Joshua Frederick, Luca Campobasso,
Mark Elston, Philip Taffet, René van den Berg, Sergio Arbeo Rodríguez, Shiloh Mor-
ris, and Victor M. Perez. Special thanks to the notable review work by technical deve-
lopment editor Scott Chaussee and by technical proofreader Christopher Haupt. And
I also want to thank Jesse Schell for writing the foreword to my book.
Next, I’d like to recognize the people who’ve made my experience with Unity a fruit-
ful one. That, of course, starts with Unity Technologies, the company that makes Unity
(the game engine). I owe a debt to the community at gamedev.stackexchange.com. I
visit that QA site almost daily to learn from others and to answer questions. And the big-
gest push for me to use Unity came from Alex Reeve, my boss at Synapse Games. Simi-
larly, I’ve picked up tricks and techniques from my coworkers, and they all show up in
the code I write.
Finally, I want to thank my wife Virginia for her support during the time I was writ-
ing the book. Until I started working on it, I never really understood how much a
book project takes over your life and affects everyone around you. Thank you so much
for your love and encouragement.

xix

Licensed to Mark Watson <nordickan@gmail.com>


Discovering Diverse Content Through
Random Scribd Documents
bottom of one of the Great Lakes. The loss was a sad blow to La Salle; it
was one of the first of that series of great misfortunes which followed him
through his career until he was cruelly done to death by foul traitors in the
remote forest.

But by this time La Salle was not alone in his wanderings. In Henry de
Tonti he had a fiery and trusty lieutenant, and a devoted follower in a
Recollet friar, Father Hennepin. Before coming to Canada, Tonti had lost a
hand in battle, its place being supplied by one of steel, covered by a glove.
The Indians stood amazed at the blows Tonti could deal with his mysterious
gloved hand, blows which would have shattered their own members to
fragments. Tonti often had reason to bless his hand of steel. Three years
after the ill-fated Griffin went down, La Salle saw his way clear to carry out
his great purpose. He embarked on the waters of the Mississippi on a
voyage to its source. The explorer, with Tonti and his party, met with a
friendly reception from most of the Indians on their journey. Some were
disposed to be hostile, and when this happened to be the case, strong, quick
paddling soon put the French out of their reach. Finally, on the 19th of
March, as the sun shone hot and trees and flowers were in bloom, their
canoes entered the mouth of the Father of Waters, which is divided into
three channels. La Salle, in his canoe, entered one, Tonti the second, and
Captain d'Autray the third. All disembarked, and on some high, dry ground
La Salle caused a column to be raised, and upon it this inscription was
placed:

LOUIS THE GREAT,


King of France
and of Navarre,
reigns.
The ninth of April 1682.

La Salle took possession of the country for the King, and bestowed upon it
the name, in his honour, of Louisiana. It took the explorers a full year to get
back to Quebec, for the current was strong and the difficulties many. There
he received a warm reception. But nothing could console him. Much to his
sorrow and dismay, he found a new Governor installed. The enemies of
Frontenac, headed by Laval, had triumphed, and the greatest and strongest
man in Canada had been recalled by the King. Never could this measure
have happened at a worse time. For, while La Salle had been absent, after
years of peace, the restless Iroquois had dug up the war-hatchet. Upon a
pretext of having received offence from the Illinois tribe, which was under
French protection, they threatened to deluge the land in blood. To this
policy they had been urged by the English Governor of New York, Colonel
Dongan, who saw with alarm the growing enterprise, both in fur trade and
exploration of the French. While he continued in Canada the doughty
Frontenac was more than a match for the Iroquois chiefs. He sent for them
instantly to Fort Frontenac, saying that if they had been wronged by the
Illinois he would see that they had proper satisfaction. The Iroquois, having
the English Governor at their back, at first returned a defiant answer. "If
you want to see us, friend Onontio," they said, "you must come to our
lodges." With flashing eyes and with knitted brows, Frontenac sent back the
messenger to the Iroquois commanding them to keep their hands off his
Indians or take all consequences. He had, he said, asked them to come and
meet him at Fort Frontenac. Now he added, if the Iroquois wished to see
him, they would have to come to Montreal. His sternness and the fear of his
displeasure overcame the braves of the Five Nations. Changing their tone,
they sent an embassy to Montreal, promising the peace which they hated.
Scarcely had they done so than Frontenac the Lion was replaced by La
Barre, the Lamb.

Like every one else, La Salle, on learning the evil news, saw the folly
and danger of the change. To France straightway he sailed, where the King
heaped him with honours, and, seizing the opportunity, he unfolded a
project for establishing a French colony in Louisiana. Ships were freely
given him and many soldiers and supplies to reach the Gulf of Mexico by
sea. But La Salle, though he never would admit the fact, was no sailor. His
navigation was fatally at fault; he wholly missed his intended destination,
the mouth of the Mississippi, sailing hundreds of miles beyond. He landed,
and through the forests and swamps, and stricken with fever, he led his
colonists. After much miserable wandering, in which most of the little army
perished, his followers mutinied. La Salle was murdered and his corpse
flung to the jackals and vultures.
Far more successful were the adventures of the Chevalier de Troyes. The
Chevalier de Troyes was a Canadian nobleman who had long fought for his
king, and had seen service on many of the bloody battlefields in Europe.
Now, when age began to creep upon him, and scars lined his cheek and
brow, he had retired to his estate on the banks of the silvery St. Lawrence,
to spend the rest of his days in peace and the companionship of his books.
In his retirement the news of the increasing power and wealth of the
Hudson's Bay Company reached him; it told him that unless this power was
checked the prosperity of the French fur-hunters and fur-traders would be
utterly crushed. An idea flashed across the brain of the Chevalier de Troyes,
who believed he now saw an opportunity of winning enduring distinction,
to rival, and may be surpass, the exploits of Champlain, La Salle, and the
other hero-pioneers of New France.

In the depths of winter he summoned all his dependants and all whom
his eloquence could attract, locked up his library, and set out for Quebec on
snow-shoes. From the Governor he procured, on Christmas Eve 1685,
official permission to steal upon the English and drive them, at the point of
the sword, from the shores of Hudson's Bay. He was empowered to "search
for, seize, and occupy the most advantageous posts, to seize the robbers,
bushrangers, and others whom we know to have taken and arrested several
of our French engaged in the Indian trade, whom we order him to arrest,
especially Radisson and his adherents, wherever they may be found, and
bring them to be punished as deserters, according to the rigour of the
ordinances." The rigour of the ordinances was but another word for death.

Fourscore Canadians were selected to make up the expedition against the


Hudson's Bay Company's posts by the Chevalier de Troyes. For his
lieutenants the leader chose the three sons of a nobleman of New France
named Charles le Moine. One, the eldest, a young man of only twenty-five,
was to bear an enduring distinction in the annals of France as one of her
most able and intrepid naval commanders. This was the Sieur d'Iberville.
His brothers, taking their names, as he had done, from places in their native
land, were called the Sieurs de Sainte-Hélène and de Marincourt. Thirty
soldiers were directly attached to the Chevalier's command, veterans who
had, almost to a man, seen service in one or other of the great European
wars. That they might not be without the ministrations of religion, Father
Sylvie, a Jesuit priest, accompanied the expedition.

"The rivers," writes a chronicler of the Troyes expedition, "were frozen


and the earth covered with snow when that small party of vigorous men left
Montreal in order to ascend the Ottawa River as far as the height of land,
and thence to go down to James's Bay." At the beginning of April they
arrived at the Long Sault, where they prepared some canoes in order to
ascend the Ottawa River. From Lake Temiscamingue they passed many
portages until they reached Lake Abbitibi, at the entrance or most southern
extremity of which they built a small fort of stockades. After a short halt
they continued their course onward to James's Bay.

First doomed to conquest by Troyes and his companions was Moose


Factory, a stockade fort with four bastions. In the centre stood a house 40
feet square and as many high, terminating in a platform. This fort was
escaladed by the French late at night, and of the palisades short work was
made by the hatchets of the bushrangers.

Not a man amongst the garrison appears to have attempted a decent


defence save the chief gunner, whose skull was split into fragments by
Iberville, and who thus perished bravely at his post of duty. A cry for
quarter went up, and the English were made prisoners on the spot. They
were sixteen in number, and as the attack was made at night, they were in a
state of almost complete undress. Troyes found in the fort twelve cannon,
chiefly six and eight pounders, three thousand pounds of powder, and ten
pounds of lead.

It is worth telling that this conquest was made with an amount of pomp
and ceremony calculated to strike the deepest awe into the hearts of the
fifteen unhappy traders, who knew nothing of fighting, nor had bargained
for anything so perilous. For so small a victory it was both preceded and
followed by almost as much circumstance as would have sufficed for the
Grand Monarque himself in one of his theatrical sieges. The Chevalier
announced in a loud voice that he took possession of the fort and island "in
the name of his Most Christian Majesty the Most High, Most Mighty, Most
Redoubtable Monarch Louis XIV. of the Most Christian names, King of
France and Navarre." According to romantic custom, a sod of earth was
thrice raised in the air, whilst a cry of "Vive le Roi" rang out over those
waters wherein, deep down, lay the bodies of Henry Hudson and his brave
followers.

Flushed with his triumph, the Chevalier de Troyes next bethought him of
an attack on either Fort Rupert or Fort Albany. He did not long hesitate.
News came that a boat containing provisions had left Moose Factory on the
previous day bound for Rupert's River. Iberville was therefore sent with
nine men and two bark canoes to attack a sloop belonging to the Company,
then lying at anchor at the mouth of the latter river. Fourteen souls were
aboard, including the Governor. To accomplish this feat it was necessary to
travel forty leagues along the sea-coast. The road was extremely difficult,
and in places almost impassable. A small boat was built to carry a couple of
small camion. When he had arranged all his plans, Troyes left for Fort
Rupert.

Ste. Hélène was sent on in advance to reconnoitre the English fort. He


returned with the information that it was a square structure, flanked by four
bastions, but that all was in a state of confusion owing to repairs and
additions then being made. The cannon had not yet been placed, being
temporarily accommodated outside on the slope of a redoubt.

Ere the attack, which could only have one issue, was made by the land
forces, Iberville had boarded the Company's sloop, surprised captain and
crew, and made all, including Governor Bridgar, prisoners. Four of the
English were killed.

On the heels of this exploit, Iberville came ashore, rejoined his superior,
and overpowered the almost defenceless garrison of Fort Rupert.

The French forces now united, and Ste. Hélène having been as
successful as his brother in securing the second of the Company's ships, all
embarked and sailed for the remaining post of the Company in that part of
the Bay.

Neither Troyes nor Iberville knew its precise situation; but a little
reconnoitring soon discovered it. Fort Albany was built in a sheltered inlet
forty yards from the borders of the Bay. Two miles to the north-east was an
estrapade, on the summit of which was placed a seat for a sentinel to sight
the ships expected from England, and to signal them if all was well. But on
this morning, unhappily, no sentinel was there to greet with a waving flag
the Company's captured ship, on the deck of which young Iberville held
vigilant and expectant watch.

Two Indians, however, brought Governor Sargeant tidings of the


approach of the enemy, and his previous successes at Moose and Rupert
rivers. The Governor immediately resolved upon making a bold stand; all
was instantly got in readiness to sustain a siege, and the men were
encouraged to behave with fortitude. Two hours later the booming of
cannon was heard, and soon afterwards a couple of skirmishers were
sighted at a distance. Despite the Governor's example, the servants at the
fort were thrown into the greatest confusion. Two of their number were
deputed by the rest to inform the Governor that they were by no means
disposed to sacrifice their lives without provision being made for
themselves and families in case of a serious issue. They were prevailed
upon by the Governor to return to their posts, and a bounty was promised
them. Bombardment by the French soon afterwards began, and lasted for
two days, occasionally replied to by the English. But it was not until the
evening of the second day that the first fatality occurred, when one of the
servants was killed, and this brought about a mutiny. Elias Turner, the chief
gunner, declared to his comrades that it was impossible for the Governor to
hold the place, and that, for his part, he was ready to throw himself on the
clemency of the French. Sargeant, overhearing this declaration, drew his
pistol and threatened to blow out the gunner's brains if he did not return to
his post, and the man slunk back to his duty. The French now profited by
the darkness to bring their cannon through the wood closer to the fort; and
by daybreak a series of heavy balls struck the bastions, causing a breach.
Bridgar and Captain Outlaw, then at Fort Albany, were convinced that the
enemy was undermining the powder magazine, in which case they would
certainly all be blown to pieces.

From the ship the French had thrown up a battery, which was separated
from the moat surrounding the fort by less than a musket-shot. None
ventured to show himself above ground at a moment of such peril. A shell
exploded at the head of the stairway and wounded the cook. The cries of the
French could now be distinctly heard outside the fort—"Vive le Roi, Vive le
Roi." In their fright and despair the English echoed the cry "Vive le Roi,"
thinking thereby to propitiate their aggressors. But the latter mistook the cry
for one of defiance, as a token of loyalty to an altogether different monarch,
and the bullets whistled faster and thicker. Sargeant desired to lower the
flag floating above his own dwelling, but there was none to undertake so
hazardous a task. Finally, Dixon, the under-factor, offered to show himself
and placate the French. He first thrust a white cloth from a window and
waved a lighted torch before it. He then called in a loud voice, and the
firing instantly ceased. The under-factor came forth, fully dressed, bearing
two huge flagons of port wine. Walking beyond the parapets, he
encountered both Troyes and Iberville, and by the light of a full moon the
little party of French officers and the solitary Englishman sat down on the
mounted cannon, or on the ground beside it, broached the two flagons and
drank the health of the two kings, their masters.

"And now, gentlemen," said Dixon, "what is it you want?"

"Possession of your fort in the name of his Most Christian Majesty, King
Louis the Fourteenth."

Dixon, explaining that he was not master there, offered to conduct this
message to his chief, and in a very short time the French commanders were
seated comfortably within the house of the Governor. The demand was here
repeated, it being added that great offence had been given by the action of
the English in taking captive three French traders, the previous autumn, and
keeping them prisoners on ground owned and ruled by the King of France.
For this compensation was demanded, and Sargeant was desired at once to
surrender the fort. The Governor was surprised at such extreme measures,
for which he was totally unprepared, but was willing to surrender upon
terms of capitulation. On the following morning these were arranged.

It was agreed that Sargeant should continue to keep all his personal
effects; and further, that his deputy, Dixon, three domestics, and his servant
should accompany him out of the fort. It was also agreed that Troyes should
send the clerks and servants of the Company to a neighbouring island, there
to await the arrival of the Company's ships from England. In case of their
non-arrival within a reasonable time, Troyes promised to assist them to such
vessel as he could procure for the purpose. The Frenchmen also gave
Sargeant the provisions necessary to keep him and his companions from
starvation. All quitted the fort without arms, save Sargeant and his son,
whose swords and pistols hung at their sides. The Governor and his suite
were provided with passage to Hays Island, where he afterwards made his
escape to Port Nelson. The others were distributed between Forts Moose
and Albany, and were treated by their captors with considerable severity and
hardship.

Having attended to the disposition of his prisoners and their property,


Troyes, accompanied by Iberville, departed on 10th August for Montreal.
The gallant Chevalier and his associates would have been glad to have
pursued their successes by crossing the Bay and capturing York Factory.
But although two ships belonging to the Company had fallen to their lot, yet
they could find none competent to command them. The distance between
Albany and Port Nelson was by water 250 leagues, and the road overland
was as yet unknown to the French. But it was not their purpose that it
should long remain so. In a letter to his official superior at Quebec, Troyes,
who wanted to plant the fleur-de-lys over the whole bay, boasted that the
next year would not pass without his becoming acquainted with it.

Wherefore Troyes suffered himself to be prevailed upon by Iberville and


be content with the victories already won. They carried with them in their
journey more than 50,000 beaver skins as a trophy of their arms. Many of
the Hudson's Bay Company's servants were employed in bearing the spoils.
During the dreary march several of these unhappy captives were killed
through the connivance of the French with the Indians; and the survivors
reached Quebec in a dreadfully emaciated and halt condition.

You may believe that the victories of the Chevalier were blazoned to the
skies. He was hailed in Montreal, Three Rivers, and Quebec as equal to any
of the heroes of olden times, and his return was celebrated with great pomp.
As to his future, the career of the Chevalier de Troyes ended abruptly and
tragically in 1687, when he and all his men, to the number of ninety, were
massacred by the Indians at Niagara.

Governor la Barre, as you have heard, was an altogether different sort of


man from Count Frontenac. The Iroquois tribes, especially the Senecas,
who had now become the strongest nation, noticed the difference at once
when they resumed negotiations. Instead of the dignity of command, La
Barre wheedled their deputies, sending them away from Montreal loaded
with presents. Soon afterwards, when he despatched a trading expedition to
the Illinois region, the Senecas stopped it in its course, overhauled the
canoes, and confiscated all the valuable goods with which La Barre (with an
eye to great private profits) had packed them. Such a high-handed
proceeding touched the Governor in a very sore place—his pocket. He
became very wroth with the rascally Senecas, and swore to punish them for
their knavery and presumption. A force of 900 men being raised, La Barre
himself led them to the land of the Senecas on the south side of Lake
Ontario. But so badly laid and badly carried out were his plans that, having
got as far as the spot, since called the Bay of Famine, Governor la Barre
called a halt and there encamped. Each day saw some of the soldiers
stricken down by death and disease. The prospect was so gloomy that
finally La Barre thought it best to come to terms with the enemy, and he
therefore patched up an inglorious peace.

The name of the Seneca deputy at the peace conference was La Grande
Gueule, or Big Jaw, so called from his gift of sustained eloquence. Big Jaw
openly boasted that the Iroquois had not the slightest intention of sparing
the Illinois tribe, whether the French liked it or not. Frontenac would have
smitten the fellow down where he stood, but La Barre was obliged to
pocket this affront, and the next day the remnant of his troops, full of anger
and indignation, marched away.

Such a peace could not, of course, long endure. The Iroquois torch had
been kindled, an evil wind was blowing, and it would take more than La
Barre's feeble efforts to extinguish it. Tardy in war and too eager for peace
had the Governor shown himself, and when he returned to Quebec found, to
his mortification, that the King, his master, had superseded him. His instant
return to France was ordered, the Marquis de Denonville being appointed in
his stead. Little pains did His Majesty take to conceal his dissatisfaction
with the treaty, or his anger at the abandonment of the Illinois.

The new Governor very quickly found that the English colonists were
intriguing with the Iroquois, upholding and encouraging them in acts of
hostility against the French. War, and war in earnest, had to come, and when
800 fresh soldiers arrived from France, Denonville began to prepare for it.
In this he had the loyal support of the brave and wise man who also came
out as the new Governor of Montreal, De Callières. Unluckily, Denonville
began with an act of treachery. It was a strange deed for a soldier and a
Christian. A number of Iroquois chiefs were enticed to Fort Frontenac,
where they were seized, and, after being flung into prison, were sent to
France to work all the rest of their days in the galleys. What a fate for such
haughty braves, who never worked, but left all labour to their poor squaws!
What wonder the revenge of the Iroquois was terrible!

Creeping along the St. Lawrence with his army, Denonville crossed Lake
Ontario, built a new fort, and leaving 400 men to guard it, marched towards
the Seneca lodges. In the middle of July 1687 a hot battle took place with
800 Senecas, in which, after losing six men killed and twenty wounded, the
French drove the foe into the forest. Four hundred thousand bushels of
Indian corn (maize) and several herds of swine were found and destroyed.
In the meantime, however, while the Senecas were being punished, the
danger to Montreal and the other towns was imminent, owing to their being
without strong military protection. To defend Chambly 120 bushrangers
were armed, and on the island of Montreal, Callières built twenty small
forts for the inhabitants to take refuge in, should the Iroquois descend upon
them in force. For by this time, as you can imagine, the whole of the Five
Nations were blazing with rage, as if they had been so many bloodthirsty
wolves. Even in their rage they were cunning. They had no intention of
attacking Canada in force; that was not their method of warfare. Crossing
the border silently in batches, each singled out his prey, some sleeping
village, or mayhap an unsuspecting farm. Next day a few mangled corpses
here, a heap of smoking ruins there, told the terrible tale of the Iroquois
raid.

After a time the wiser heads amongst the Five Nations began to consider
whether a conquest over the French would not make the Colonial English
(whom they called Ang'ais or Yankees) too powerful. Suddenly they openly
professed a desire for peace. A deputation was sent to Canada to say that,
strong as the Iroquois knew themselves to be, they did not mean to press for
all the advantages they had the right and power to demand. "We know,"
they said, "how weak you are. We can at any time burn the houses of your
people, pillage your stores, waste your crops, and raze your forts." To this
boasting Denonville replied that Colonel Dongan of New York claimed the
Iroquois as English subjects. "If you are English subjects, then you must be
at peace with us, for France and England are not now at war." "Onontio,"
exclaimed the chief of the Envoys, "the Five Nations are independent! We
can be friends to one or both, or enemies to one or both. Never have we
been conquered by either of you."

In the end a truce was proclaimed, but truce or no truce, a great many
skirmishes and massacres still went on, on both sides. All they could do to
prevent a peace being signed, the Hurons of Michilimackinac, allies of the
French, did. To them peace meant utter ruin; their numbers were too few,
and they well knew Denonville could not protect them from the fury of the
Iroquois. Amongst the Hurons was a tall chief famous for his prowess in
war and his gift of eloquence. He was, according to those who knew him,
the bravest and most intelligent chief on the whole Continent. Kondiaronk,
or "The Rat," was mortally offended that the French should have made even
a truce without so much as consulting the wishes of their native allies. To
take his revenge on Denonville, he resolved to make peace impossible.
When the Iroquois envoys were on their way to Montreal to sign the treaty,
"The Rat" lay in ambush with a band of his trusty Hurons. He surprised and
made them all his prisoners, slaying one. When they angrily explained that
they were peaceful envoys, the crafty Kondiaronk professed to be greatly
surprised, because, said he, "the French Governor himself sent me here on
purpose to waylay you. But if, as I believe, what you say is true, behold, I
set you at liberty! May the gods curse Onontio for having committed such
an act of treachery!" Thus saying, he loaded the deputies with gifts and
bade all but one go free. After which Kondiaronk, glorying in his perfidy,
hastened to Michilimackinac, shaking his fist in triumph and crying, "I have
killed the peace!" He spoke then the truth. The Iroquois prisoner he took
with him, under the pretence of adopting him in place of one of his Hurons
slain by the deputies on being attacked, was handed over to the French
Commander of Michilimackinac as a spy. In vain the victim protested that
he was an envoy of peace between the Five Nations and the French. In vain
did he try to explain the circumstances of his capture. Kondiaronk laughed
in his face, telling the French Commander he must have taken leave of his
wits, and the unhappy wretch was led to the stake. An Iroquois captive was
released by Kondiaronk and bidden to return to his tribe with this message,
that while the French were making a show of wishing peace, they were
secretly slaying and capturing the men of the Five Nations.

Months passed while the Iroquois brooded on vengeance. Denonville's


protestations were received in contemptuous silence. There was now
nothing to prevent formal war, for France and England had recommenced
hostilities. King James the Second had fled from his throne and palace to
France. William of Orange, the mortal enemy of King Louis, reigned in his
stead. A new English Governor, Andros, was sent out to New York to
foment the deadly feud between the Iroquois and the Canadians.

In the month of August 1689 burst at last the storm of the Iroquois'
hatred and revenge. One night, during a heavy shower of hail, 1500 dusky
warriors crossed Lake St. Louis, landing silently and stealthily on the
beautiful island of Montreal, the "Garden of Canada." By daybreak they had
grouped themselves in platoons, one platoon around every large dwelling
for several leagues along the road at Lachine almost to the gates of
Montreal. The inhabitants of Lachine were wrapped in sweet slumber, soon
and ruthlessly to be exchanged for that other slumber which knows no
mortal awakening.

Let us conjure up the terrible picture. At each door, in war-paint and


feathers, stands a group of savages with upraised hatchets and huge mallets.
The signal is given; it is the dread Indian war-whoop; the next moment
doors and windows are driven inwards. Sleeping men, women, and children
are dragged from their beds. In vain they struggle in the hands of their
butchers, in vain they appeal to those who know no pity. They might as well
appeal to wild beasts. A few houses resist their attacks; when these are fired
200 unhappy beings, the hope and pride of the colony, are burnt alive.
Agonising shrieks rend the air. The knife, the torch, and the tomahawk
spare none, not even the little children. Those who do not now die under
their tortures are led away to nameless cruelties, which will furnish rare
sport to the lodges of the Five Nations.

Such was the awful massacre of Lachine; such the vengeance of the
Iroquois. So swift and sudden had been the blow that the citizens of
Montreal were paralysed. All that dreadful day the savages moved on, and
for many days afterwards, and none came to arrest their course. Governor
Denonville, to whose policy the calamity was due, seems entirely to have
lost his nerve. A few miles from Lachine a body of 200 troops, led by a
brave officer named Subercase, asked to be led against the murderers of
their countrymen. But Denonville, in a panic, ordered Subercase to take
refuge in Fort Roland. All were forbidden to stir. Another body of men,
commanded by one Larobeyre, attempting to reach Fort Roland, were set
upon and cut to pieces. More than half the prisoners were burnt by their
conquerors. Larobeyre, wounded and unable to flee, was led captive to the
Iroquois wigwams and roasted alive at a slow fire. The bloodthirsty tribes
remained by the St. Lawrence as long as they pleased; their ravages of the
countryside continued for many weeks. Not until October did the last of
them disappear. A small party sent by Denonville to make sure that they had
really gone, came upon a canoe bearing twenty-two departing Iroquois
paddling across the Lake of the Two Mountains. The chance was not one to
be foregone. Too long held in check, the Canadians drew near the savages,
who fired upon them without damage. Then with a fierce joy the white men
singled out each his man, raised their muskets, and when the explosion
came eighteen Iroquois toppled over into the lake. But considering the
hundreds of Canadians who had been massacred, this was a paltry
retribution indeed.

What wonder now that the men and women of Canada longed for the
strong right arm and sagacious brain of Frontenac! Is it any marvel that they
rejoiced to hear that, menaced with the loss of his North-American
dominions, King Louis had entrusted the gallant, fiery old soldier once
more with the government of New France. Frontenac's return was hailed by
all, nobles, soldiers, merchants, artisans, farmers, even by the Jesuits, who
five years before had striven to send him away. He was escorted to the fort
with a multitude of torch-bearers. Well he knew what a great task awaited
him. He had now to battle not only with the Iroquois, but with the Anglo-
American colonies, the Yankees, as they were called by the Indians, just as
his master, King Louis, had to combat five powers at once—England,
Germany, Holland, Spain, and Savoy.
Was Frontenac equal to the task? Was the strain now to be placed on his
shoulders too great for the powers of a hero seventy-two years of age? That
question let the next chapter answer.
CHAPTER IX

"QUEBEC FOR KING LOUIS"

When Count Frontenac arrived at Quebec the massacre at Lachine had


just thrilled all Canada with horror. It was time to be up and doing if the
French Canadians were not to be utterly exterminated, if New France was to
be saved for King Louis, then at the height of his power and renown.
Callières, the Governor of Montreal, saw in the presence not of the Iroquois
but of the English in New York the root of all Canada's troubles. He urged
his sovereign to strike, and King Louis had resolved to deal them a blow
once and for all, from which they would never recover. He would banish
them from New York and plant a colony of Frenchmen instead. The plan
was entrusted to Frontenac to execute. Unfortunately for the success of this
scheme, sufficient ships and troops and money were not forthcoming at the
right moment from France. There followed vexatious delays, and when the
French fleet at length crossed the ocean and anchored at Chedabucto, in
Acadia, the season was too far advanced to begin operations. Meanwhile
Frontenac was not the man to let time dwell on his hands. Against the
English colonies three war-parties were organised whose deeds of blood
were long remembered in American homesteads and in Indian wigwams.
Frontenac saw that French prestige had sunk so low amongst the northern
and western tribes that all were ready to make peace with the dreaded
Iroquois on any terms. At the very name of Frenchmen the meanest brave
amongst the Five Nations laughed and spat contemptuously on the ground.

"Now, by St. Louis," cried Frontenac, "they shall see how weak we are!"

His fiery soul could not wait upon the seasons. The three expeditions he
sent forth marched amidst the ice and snow of mid-winter, for it was by
such a stroke of daring that Canada could be saved. The first started from
Montreal, led by Mantet and Ste. Hélène, one of the three sons of the brave
Canadian named Le Moine, and after incredible hardships reached the
village of Schenectady, on the Hudson. They burst upon the sleeping,
unsuspecting villagers in the middle of the night, killing many and taking
numerous prisoners. When the fighting was over they burned nearly the
whole settlement to the ground. The Indians of the party were indignant at
not being able to torture the prisoners unhindered, for the French-Canadian
leaders were not cruel by nature. They showed gratitude to an English
colonist named Glen, who, on a previous occasion, had treated certain
French prisoners with kindness. Glen barricaded his house, resolved to sell
his life dearly, but the Canadian captain called out to him to have no fear.
"We are your debtors, not your enemies. Moreover, if you have any
kinsmen amongst the captives we have taken, point them out, and they shall
go free." The Quebec Indians looked on sulkily while the Englishman took
advantage of this handsome offer and named several of the prisoners. "This
Yankee pale-face has a terribly large family," their chief was heard to
grumble.

The second war-party from Three Rivers, led by the redoubtable


François Hertel, wiped out the village of Salmon Falls, butchering most of
the inhabitants; while the third, under the command of Portneuf, attacked
and captured the fort and settlement at Casco Bay. To the disgrace of
Portneuf, he broke faith with the heroic garrison when they surrendered,
and abandoned his prisoners to his Indian allies, who scalped and burnt
them all.

By feats such as these the tide was turned. At last the French had
exhibited proofs of their prowess, and the Iroquois were not slow in
acknowledging that they had made a mistake when they branded them with
the name of cowards. Frontenac could strike still as heavy a blow as in the
past. The wavering North-West tribes made haste to assure him of their
support, and the haughty Iroquois, in spite of the arguments of the English,
sent deputies to Quebec to congratulate Onontio on his return to the land.
The furs which had been collecting for three years in the distant ports, with
none daring enough to venture upon their transport, now began to pour into
Montreal in hundreds of canoes. Trade began to revive, and the drooping
spirits of the colonists were exchanged for gladness and hope.

Could the redoubtable Frontenac have thought that the English colonists
would bear this terrible treatment tamely? No! every mind and bosom there
was excited by the desire for revenge. Moreover, they knew that now
France's chief strength lay in Frontenac himself. With England flying at the
throat of Old France, the King, to whom Frontenac applied, told him bluntly
that he had need for all his soldiers in Europe. "Your demands," wrote King
Louis, "come at a wrong time. A defensive policy is the proper one for you
to pursue." True, William the Third of England also could give little help to
the New Englanders. They, too, must fight their own battles. To their own
arms was it left to inflict chastisement on the Canadians in the north.
Accordingly, all the colonies met in consultation, and by great efforts a fleet
of seven vessels and several hundred men was raised in Boston. Sir William
Phips led them forth, and Port Royal, in Acadia, was taken without much
trouble. Sufficient booty was captured to cover the cost of this expedition,
and the New Englanders returned flushed with triumph and eager for a
more daring blow. Meanwhile a land force of 1300 men, under Colonel
Winthrop, had failed, through sickness and mismanagement, to reach
Montreal by way of Lake Champlain. A portion of this little army had
followed Captain John Schuyler onwards, and, crossing the Canadian
border, killed a few Frenchmen near Montreal. When it had done that, it
beat a hasty retreat.

Such raids as these—for raids is all they were—afforded little


satisfaction to the English colonists, burning with a desire to sweep the
lilies of France from the New World. Silently and speedily a plot was
matured, and by the next summer it was ripe. Frontenac, thinking all was
secure for the present, had left Quebec to entertain a band of Iroquois at
Montreal to a great feast and war-dance. One morning a messenger arrived
post-haste to tell him that the enemy in their ships were sailing up the St.
Lawrence. Not a moment was to be lost. Summoning the Governor of
Montreal and De Ramsay of Three Rivers to follow him with every man
who could shoulder a musket, the lion-hearted Frontenac pressed forward
with all his speed. Ere he could reach Quebec the enemy's fleet had
anchored off the Isle of Orleans. Quebec was almost in a panic, but
Frontenac's arrival instantly assuaged their fears. He filled all with his
enthusiasm. They resolved to die rather than yield. Great trunks of trees and
casks filled with stones were hastily heaped up where the walls were
weakest. On the enemy were trained the rows of cannon, and 2700 men
firmly awaited the onslaught. Was the danger then so great? Who was the
man—who were the men—who thus hoped to storm the strongest citadel in
New France?

A humble blacksmith's son was William Phips, born at Fort Pemaquid, in


Maine. In his boyhood he herded a drove of cattle. But he was a clever boy,
and having learned ship-carpentry, he built a little vessel of his own, and as
a trader went to sea. Phips was a born sailor. In one of his many long
voyages he heard stories of a Spanish galleon filled with gold and silver
sunk off the Island of Cuba. Phips learnt all the particulars, satisfied himself
of his ability, and then determined to raise that ship and make himself
master of her wealth. At first people laughed at him, but he persevered, and
at last the King had given him the command of a warship. As he had
promised, so Phips carried out his plan, bringing to England a fortune of
£300,000. With the praise of King Charles the Second ringing in his ears, as
Sir William Phips he returned to New England, prepared for any deed of
note and valour which fate might offer.

To Phips, then, his New England fellow-countrymen had entrusted their


fleet, thirty-two vessels, large and small, with 2000 men. Phips sailed forth
in a confident spirit, but when he first cast his eyes on the great rock of
Quebec and the white fleur-de-lys floating above in the autumn air, he may
have felt some misgivings. These he sternly repressed: it were best to put
the boldest front on the matter. Choosing a young major, he sent him with a
peremptory summons to Count Frontenac to surrender the city. Immediately
on landing from the boat with his flag of truce, Phips's emissary was
blindfolded and led by a roundabout path to the Castle of St. Louis, where
Frontenac and most of the chief men of the colony were assembled. His
demands Phips had written out on a sheet of paper. He was anxious, he told
Frontenac, to avoid shedding blood, and that if the Count would surrender
the fort, the city, the stores, and their persons without delay, they may
expect mercy from him as a Christian. Otherwise it would go hard with the
French. Capitulation was demanded within one hour.

The bandage was taken from the messenger's eyes and the paper read
and translated to the company. Then the New England major took a large
silver watch from his pocket and laid it on the table, saying haughtily,
"Gentlemen, you will perceive it is now ten o'clock. My general expects an
answer by eleven."

Whereat the French officers assembled, flushed with anger, only


Frontenac's face remaining impassive. "You need not wait so long," he said.
He told the envoy that the French rejected the demand.

"Will your Excellency put that in writing?" asked the envoy.

Frontenac's eyes darted fire.


My Guns will give my Answer, Frontenac, 1690

"It is by the cannon's mouth and by musket-shot that I will send my


answer. I am not in the habit of being addressed in the style he has chosen
to adopt. Let your master do his best; I will do mine."
Once more blindfolded, the messenger was escorted to his boat. A little
later the batteries of Quebec's lower town opened fire on the fleet. Some of
the very first shots brought down the flag of Phips's own vessel, seeing
which from the shore, several bold Canadians immediately swam out, and,
regardless of the musket fire from the fleet, fished the dripping prize out of
the water. Afterwards this flag was hung as a trophy to the ceiling of
Quebec Cathedral, and there it remained until the siege and capture of the
city by General Wolfe, when it and the building that sheltered it were
consumed by fire.

For two whole days Phips remained in a state of indecision. The enemy
was of sterner stuff than he had supposed, and an effective plan must be
concerted. On the 18th of October 1690 Major Walley, the second in
command, with 1300 men and some small field cannon, landed at Beauport.
They had resolved to cross the St. Charles River there and attack Quebec in
the rear. At the same time the guns of the ships opened fire. So vigorously
replied the ramparts that Phips was obliged to draw off for a while, not
renewing his bombardment until the next morning. By this time the New
England commander saw that unless the troops on shore could manage to
force their way into the city and capture it by assault, his chances of success
were gone.

Valiantly, doggedly did Walley and his men try to cross the St. Charles
River. The banks were covered with deep mud; each time they tried to
cross, the Indians and bushrangers sent by Frontenac beat them off. After
three days of cold and hunger they were fain to give up the attempt. When
they retreated to the ships, five of their cannon were left sticking in the
Beauport mud. Yet even had they succeeded, what a task was left them to
do! There was Frontenac watching them sharply, ready, if need be, to go to
the rescue of the outposts of carabiniers with 2000 men. In these
circumstances Sir William Phips's siege of Quebec turned out an utter
failure. Frontenac was more than a match for him: Quebec was not Port
Royal.

On the following day the townsfolk and soldiers on the heights saw the
discomfited fleet of the foe passing out of sight homeward down the St.
Lawrence. They had lost only some sixty killed and wounded,—Ste. Hélène
had fallen,—while before Phips got back to Boston, what with those slain
by bullets and the hundreds drowned on the several ships lost in the
November storms, his loss was heavy indeed. While Quebec sang a Te
Deum and dedicated a chapel to "Our Lady of Victories," Boston was
plunged in gloom. Phips's ignoble failure had involved the whole colony in
debt and mortification. King Louis the Fourteenth, hearing the good news,
ordered a medal to be struck bearing the inscription: "Francia in Nova Orbe
Victrix; Kebeca Liberata A.D. MDCXC."

If Frontenac hoped that the Iroquois would cease after this to give him
trouble, he was destined to disappointment. All his endeavours to conciliate
them failed; their chiefs were still convinced that they had more to hope for
as allies of the English, and took measures accordingly. English and French
colonists now hated one another with a hate that was never to slumber for
the next seventy years, until Wolfe was to plant the blood-red flag of
England on the frowning heights of Quebec.

During the winter of 1691 and 1692 there were numerous terrible border
raids, in one of which the Abenakis devastated more than fifty leagues of
English territory and utterly destroyed Yorktown. Both French and English
used the Indians as so many packs of human bloodhounds to track their foes
to death. Both sides resorted to the practice of paying a price for the bodies,
alive or dead, of the hostile savages. A French regular soldier received ten
louis for the scalp of an Iroquois; a volunteer received twenty. If he had to
hunt the red-man like any other wild animal, he could claim fifty louis for
his scalp. This practice was not confined to the Canadians. Corresponding
premiums were paid by the English.

Living captives were often handed over to their Indian allies to appease
their delight in human suffering and bloodshed. Once one of Frontenac's
officers, ravaging the country of the Oneidas, found a solitary old man in a
certain village. He was nearly a hundred years of age, but do not imagine
his years awakened any compassion in his captors, who at once handed him
over to their savage allies. The old brave awaited his fate as calmly as any
of those Roman senators whose city was taken by the Gauls. Father
Charlevoix tells us the story. He says it was a strange sight to behold more
than four hundred savage tormentors forming a circle round a decrepit
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