The Spoiler Centre: http://spoiler.et.ee/ACTION/Ubisoft/subculture.1.txt Kung Fu Gecko’s Unofficial FAQ and Strategy Guide for ___ _ _ __ __ _ _ _ ____ _ _ __ ___ /___|| || || .\ / _\| || || ||_ _|| || || .\| __| \___\| || || .\ ||_ | || || |_ || | || || /| __| /___/ \__/ |__/ \__/ \__/ |___||| \__/ ||\\|___| v1.0 by Garett Choy TABLE OF CONTENTS 1 Introduction a Preface b Spoiler warning c Background (quoted from Ubisoft’s website) d Disclaimer e Copyright 2 Your Submarine a Weapons b Equipment c Upgrades and Repairs 3 Economics a Prospecting b Trading 4 Political Factions 5 Missions 6 Tips and Tricks a Cool things to do b Cool things to see c Cheats 1 INTRODUCTION 1a PREFACE I wrote this FAQ because I enjoyed playing Sub Culture very much. I hope you find this information useful. I’m not affiliated in any way with either Criterion Studios or Ubisoft. Sub Culture is a very fun, well done game. Although it may be too absent of tough combat gameplay to appeal to the macho masses, it can appeal to those looking for action/simulations with a variety of missions. The tasks of each mission varies greatly and you will use your sub and its equipment in ways you wouldn’t immediately think of. Graphics are incredible, especially with a 3dfx card, and the sound and music add to the environment nicely. You will probably find yourself just exploring around enjoying the ocean and its aquatic sea life. Note: The experience the most enjoyment (and as many missions as possible), take missions from both Procha and Bohine factions. Don’t worry about allegiances, because even if they say they hate you, they’ll still hire you to do work they need to get done. There really isn’t much consequence from the factions hating you for working with the other side. The game will seem rather short if you stick to one side. 1b SPOILER WARNING This FAQ contains information and tips which may spoil your experience and enjoyment of the game Sub Culture since it reveals information before you experience it for yourself. I recommend that you only use this if you’ve played it to completion by yourself, or you are stuck and need some hints to move forward. 1c BACKGROUND - excerpt quoted from Ubisoft’s website "Out in the depths of the oceans exist many life forms undiscovered by man. Among these life forms is a race similar to man in almost every respect: bad breath, antisocial behavior and trash television... The BIG difference is size: no taller than a centimeter, they are colonizing the shallows, heading inland... "Bubba Kosh never had a break. Out in the deep, prospecting for Thorium can be a hard business with long hours and not much of a social life. If you hit it big, though, you can retire young. Then, all the hard work will seem worthwhile! Even when ore is scarce, salvage work can provide you with a comfortable lifestyle. "Bubba was about to have the worst day of his life! He had just invested his last bit of cash in a generator for his home and a small ore processor. It was everything a growing prospector needs. All of this drastically changed when enough salvageable metal to feed him for a year just landed on his home, crushing it to a pulp. With his equipment smashed he'd just have to leave it behind. "Where would he go from here? In the shallows are the colonies, a place for the desperate. It's not exactly an ecological showcase. Debris from the human world litters these parts but it keeps prospectors in business. It's profitable but it's also a double-edged sword. These are dangerous lands with civil war having split the colonists into factions, the Procha and the Bohine. Each has an axe to grind. When life style ideologies clash with survival needs, it doesn't take a genius to figure out that all hell can break loose ! "This suits Bubba fine. Let them bicker! When trading and prospecting are looking thin there'll always be work as a freelance mercenary. If only he can just figure out how to avoid the Pirates..." Origin of the sub culture - also quoted from the Ubisoft website "A long time ago, barely remembered and in the realms of myth and legend. Atlantis, a beautiful city with an ugly heart. Humankind kept the miniature people as childs' pets. When the apocalypse came, and the city sank to the bottom of the oceans, the humans died in their droves. "Out of the chaos many little people survived. Huddled in pockets of the drowned city, they were small enough to shelter in areas of air trapped in the ruins, too small to provide shelter for humans. "Many died of sickness whilst they toiled, cannibalizing human children's toys to navigate from one pocket to the next. More and more survivors were found. Once regrouped they built transports to take them on a journey that would take generations, a journey to find a landmass within the vast ocean. "Living aboard submarines became a way of life. Within a few generations they had forgotten their land origins. The Sub Culture had truly come of age" 1d DISCLAIMER This document is meant for unofficial informational purposes only, and is not for profit. It is not endorsed by Criterion Studios or Ubisoft. 1e COPYRIGHT This document is copyright Jan 1998, Garett Choy. Permission is granted to reproduce, provided it remains whole and intact. No modifications, deletions, or additions may be made without the expressed written permission of the author. 2 YOUR SUBMARINE - the mighty yellow submarine Your submarine is a little yellow vehicle, and it’s the only one you can drive in the entire game. It looks almost as if the designer was thinking about a cartoonish, round blowfish. But as cute as it may be, you find that can do a lot. It will do everything from rescue disabled subs, haul debris of various types, and hold its own when fighting hostile subs. It has a semitransparent bubble shaped view glass which you can barely make out the lit control panels inside the sub. It has three propeller jets; 2 on the side, and one in the back. The one in the back isn’t nearly as powerful as you would think and it can only be used for forward or backwards propulsion. The two side jets are surprisingly strong and are used to ascend and descend, or to aid in forward propulsion. There is a tendency for the sub to move forwards slightly when you ascend or descend since the side jets must rotate from their forward orientation to the up or down orientation. Top Speed - This refers to the fastest speed your unhindered sub can go. This is pretty much useless information because it’s always 100. The whoosh drive will temporarily increase your speed to 166. Hull Strength - You start at 100, and with Hull Strength applications (bought at cities) you can increase this by 20 for each applied hull strengthener. Although expensive, this is entirely worth the money. It effectively stretches the life of your shields by the value ratio of your hull strength over 100. Try it, you’ll see how much more pounding you can take with it. Shield Level - This shows your current shield level. You max out at 100. You should seriously consider applying a shield repair when your shield level drops below 30 or you are about to take on a dangerous mission. Radiation level - This shows how much radiation resistance your ship has when exposed to radiation. The higher the value, the slower your ship takes damage when in the presence of radiation. Mounts - There are ten mounting positions on your submarine where you can mount your equipment and weapons. Each mounting position can only contain one item at a time, and items are restricted their appropriate mounting point. The following list describes the position of the mount on your sub and what items can be mounted there. Mount 1 : front [mini zapper, zapper upgrade] Mount 2 : forward center, above glass dome [deep sea light] Mount 3 : center, underside [suck-o-matic, magnet, grappling hook, escape pod] Mount 4 : right side [missile launcher, ripper] Mount 5 : top, sides of mast [repellertron, attractatron, whoosh drive, electro bolt] Mount 6 : left side [big ears] Mount 7 : rear center, underside [ROV, depth charge launcher] Mount 8 : top, front of mast [FLR-1000, FLR-1500, strobe] Mount 9 : rear top center [bubble gun] Mount 10: none 2a WEAPONS - keeping the peace There’s hostile people in this underwater world and you’ll need weapons to defend yourself from them... or to terrorize innocents yourself. Each weapon will only attach to one mount location. Because of this, during a mission, you will only be able to switch to one weapon of each mounting type. (i.e. you can not have both missiles and the ripper weapon available during a mission because they both use the same mount location.) Weapons cost money to buy, and several cost money to use (to pay for the ammunition). You will need to consider this economic factor when choosing which weapons to use. If you want to be economical, use your zapper most of the time. Or, you can splurge with fun weapons like homing missiles and the ripper gun, so long as your income can support your habit. Not all weapons will be available at the beginning of the game, but as the game progresses they will be made available. Prices will vary from city to city so if you want the best deal, check around for pricing. As the story progresses prices seem to increase. So if you see a weapon you want (or anticipate needed) and you have the money, buy it. Mini Zapper - This is your starting weapon and it’s quite lame. It has terribly short range, but at least it has unlimited use; you don’t have to ever buy ammo for it. The minizapper will have a tendency to "lock on" to the victim provided you can keep the victim in front of you. This is an excellent weapon for when you are tailing a hostile sub. A word of caution though, because of it’s short range do not use this weapon to destroy mines because you will be caught in the blast radius when the mine is destroyed and you will take some damage. Zapper Upgrade - The zapper upgrade is exactly that: an improved version of the minizapper. If you have the money, you should get this weapon as soon as it’s available. If you don’t have the money, then get the money and buy this weapon. It’s the most useful weapon in the game. Like the minizapper, it requires no money be spent on ammo. Unlike the minizapper, it has twice the range (now you can safely blow up mines) and does twice the damage. Torpedo - Sold in packs of 16, this weapon requires that you have a torpedo launcher mounted on your ship. They are unguided, but fast. About three direct torpedo hits is what it takes to destroy a Procha/Bohine sub. Because they are unguided, you’ll have to learn to lead your target in order to score a hit. Homers - This is the guided version of the torpedo. They will indiscriminately lock onto the nearest target in range. Homers are sold in packs of 4, and require a missile launcher. Because they use the same torpedo launcher, homers and standard torpedoes can both be available during missions. Ripper - This is the mini-gatling gun of Sub Culture. It fires 12 rounds per second and hits instantly. The range is very good, and it makes a cool mini-gun sound as you tear into your victim. Explosive clouds bleed out of your victim as your score hits with this mean weapon. The only down side is it’s cost of operation; it guzzles ammo, and ripper ammo isn’t cheap. Electro Bolt - I call this the "ball of electric death". This weapon takes a couple seconds to create the energy projectile when you fire it. It shoots a ball of electricity which causes a devastating amount of damage to any victim it hits. It also damages the unfortunate victims caught in the vicinity of its impact by emitting incident streams of electricity. This weapon is excellent for demolishing slow targets like walkers and tight packs of hostile subs. It has unlimited use, but after firing the ammo counter display goes to zero and charges up to 99. You have to wait till it’s fully charged before firing it again. Depth Charge - The manual must have been printed before the game was finished. These aren’t the "barrel charges" the picture in the manual suggests, these are stream-lined drop bomb weapons. Regardless, these are for killing things below you. Relative to your zapper, missiles, and ripper gun, the depth charges are not very effective in dogfighting. However, these weapons are necessary for completing certain missions where you must drop an explosive device into some type of hole. You will need a charge launcher to use this weapon. 2b EQUIPMENT - tools of the trade Deep-Sea Lights - You sub comes standard with these headlights. These lights, aimed at a 45 degree angle down in front of you are for use to illuminate your path when it gets too dark to see (at night or in a cave). They may be left on indefinitely, but if you leave them on during the day time you’ll miss the dancing shadows on the ocean floor from the sun light as it gets refracted by the ocean surface. Big Ears - This launcher contains only 5 eavesdropping devices which can be shot from your sub to attach to the target. Once a successful attachment is made, the eavesdropping device broadcasts radio communication to and from the target back to you so you can hear what’s going on. Escape Pod - Contrary to what your intuition is telling you, the escape pod is not for you to escape in, but rather for you to help other move from (and to) other vehicles to (and from) your sub. This mounts under the sub. Strobe - This literally is a strobe. I have yet to discover its use. You’ll get a headache if you use it as your only light source. The manual says it hypnotizes some species, but I never encountered it. ROV - This cool, cute little remote-controlled robot sub attaches under your sub. You can use it to squeeze into tight places your sub won’t fit in, reconnaissance areas your sub would draw unwanted attention, and to operate equipment when you can’t be there. Don’t let it go too far away from you though. It has limited range; static on the viewscreen will let you know you are getting out of range. If the ROV goes out of range you will lose contact with it forever and you will have to buy another one. To dock the ROV, drive it near the underside of your sub or drive your sub above the ROV. When the computer asks if you want to dock the ROV, say (y)es. It will take a few moments, so wait for the ROV to dock (you will automatically regain control of your sub when the docking completes). From the external view, you can see your little ROV hugging the underside of your sub when it’s docked. The ROV has no vertical or reverse thrusters. Suck-O-Matic - This vacuum like tool mounts under your sub and is used to collect Thorium shards and pearls from open oysters. It can hold a maximum of 5 objects at a time. This is mounted on your sub when the game begins. No, you can’t use it to suck up blown up fish chunks. I wish, too. Magnet - This magnet mounts under your sub and is used to collect metal object such as copper coins and bottle caps. This tool is also use to tow downed subs or other metal objects. Buy this as soon as you can. Grappling Hook - The hook mounts under your sub and is used to grab whole thorium crystals and cigarette butts. It’s not used for anything but making money, so you might want to buy the magnet first. Missile Launcher - This item mounts right side of the sub. It is necessary if you want to use torpedoes or homing torpedoes. Charge Launcher - This item mounts on the left side of the sub and is required for use of depth charges. Whoosh Drive - This drive system will give your sub a turbo boost of speed. It is mounted in the back of your sub. When activated, your sub will travel at a top speed of 166 compared to the normal 100. It has limited use however as it only contains about 99 seconds of usage. However, used sparingly and only when needed, one whoosh drive will last the entire storyline. This is excellent for outrunning hostile subs, giving you more speed when towing a large object, or when you just need as much speed as you can get. Flares - These come in two varieties: the FLR-1000 and the FLR-1500. Both have an unlimited supply of phosphorus flares which can be shot from your sub to illuminate wherever the flares come to rest. The FLR-1500 flares lasts longer than the FLR-1000 flares. Repellertron/Attractatron - These devices are mounted on the back of your sub and either serve to repel sea life (such as hostile sea life) or attract sea life (for fishing). They have unlimited usage. 2c UPGRADES AND REPAIRS - fixes to life’s troubles Shield Repair - I have no idea what this would be in real life, but you can buy these and store them up in your hold for future use. Every time you use one (select it and click on the picture of your sub in the trade screen) it will bring you shield level back to 100. Therefore, it is most economical to only use this when your shields are very low. However, it’s generally good practice to repair your shields just before your mission, especially hostile ones. I guess it should have been called "hull repair." Hull Strength - These are expensive (best deals seem to be at the Refinery, the first half of the game) but they are worth it. Each upgrade increases your hull strength by 20 points. This significantly increases the amount of damage you can take. With just 3 upgrades, you’re about as strong as a tank, and with 5 upgrades you’re almost invincible for any mission. Radoff - Each of these spray upgrades increases your radiation resistance by 20. This reduces the rate your shields degrade when subjected to radiation. 3 ECONOMICS - making money to survive 3a PROSPECTING - money for free You can make a good amount of money scrounging the sea floor for debris from the world above. In fact, you’ll probably need to spend time between missions prospecting for raw materials to earn enough money to buy upgrades and repairs for your sub. Sub Culture remembers the environment even when you enter a city; so if you remember seeing some bottle caps and cigarette butts somewhere, you can go back later and they should still be there. To be a successful prospector, you’ll have to have the right tools for the job. With the right tools, you can haul the raw materials to a drop point found in every city. (The drop point looks like a round, black landing pad.) Once you’ve dropped off your material, you’ll have to enter the city for it to be transferred to your cargo hull. Although there’s no limit to the number of things you can carry in your hull, you shouldn’t accumulate more than a dozen of any particular item, or plan on selling on part of your cargo at a time. Dropping your find at a city doesn’t mean you have to sell it there. The most efficient strategy is to drop your find off at the nearest city, land at the city (so the item is transferred to your hold), and then go sell it at the highest paying city next time your are in the vicinity. Another tip: The weight of the object you pick up will be enough to drag your sub to the floor, so don’t fight it if you don’t have to. When hauling coins, crystals, and cigarettes, try to hug the ocean floor; you will be able to go faster that way (works best in flat areas). Coins and bottle caps Pennies and bottle caps can be found on the ocean floor and sold for their copper and metal materials. You’ll need a magnet to pick these things up. Steer your boat right over the metal object and lower yourself almost touching it. Then release your magnet, and it should attach itself with a gratifying "ca-clang!" The coins and bottle caps aren’t very streamlined and are quite heavy relative to your sub so expect them to drag you down as you haul them to the nearest city. You’ll make the most money selling copper, metal, thorium, and cigarette butts at the Refinery of the Brothers. While you’re at the Refinery, you might as well buy processed thorium and then sell it at a Procha or Bohine city for about a 200/unit profit. Pearls Oysters make pearls, but not every oyster will have a pearl ready made. The round beauties bring a nice price, especially at Beluga Basin. Whenever you see an oyster shell open, it probably has a pearl. So obtain the pearl, you’ll have to have a suck-o-matic. Drive your boat just above the shell and lower yourself to an altitude just above where the oyster gets scared and closes the shell. (He’ll open it back up if you move away.) Turn on your suck-o-matic and the pearl will gently be lifted out of the shell and into your suck-o-matic. Cigarette butts These ugly things will eventually bring thoughts of money whenever you see them. Although the manual says that they’re illegal in most cities, this means nothing in the game. You can sell them wherever you want, and they bring in good money too. To pick them up, you’ll need a grappling hook. With the hook, pick the up the same way you pick up coins and bottle caps with the magnet. Thorium crystals Thorium crystals are yellow, radioactive crystals. They even glow with enough light to see in the dark (at night or in caves) within the crystal’s vicinity. Be warned though, getting too close to these crystals will subject your sub to the crystal’s radiation, which will slowly break down your shields. A radoff (see equipment) protected hull will be less affected by the deadly radiation. There are two ways to harvest the thorium crystals. You can blow them apart with any of your weapons and then suck up the pieces (3) with your suck-o-matic, or you can haul the entire crystal with a grappling hook. The former method is less dangerous as the shards do not give off enough radiation to harm you, but this only gives you three units to sell. Hauling the entire crystal is more dangerous as you are subjected to its radiation the entire time you are dragging it along, but once you’ve dropped it off you will receive four units of raw thorium; 33% more than blowing it apart and collecting the shards. That 33% extra earlier in the game can bring you enough money to buy a shield repair or a pack of 16 missiles. This also makes radoff pay for itself. 3b TRADING - being the middle man Although there are several items available for trade, there are really only a few lucrative items/routes to trade. The numbers constantly change but relative to other cities the prices basically normalize to the same values. This means that an object route that is profitable will continue to be profitable even if absolute prices change; if a price goes up in your buy city, it will also go up in the sell city. Despite what seems to be a complex and interesting trading economy, you will discover that the best thing to do is: sell all thorium, metal, copper, and tobacco at the refinery; buy refined thorium at the refinery when you are going to other cities, especially Beluga; and sell all pearls at Beluga. All other trades either don’t bring enough money and aren’t worth the trip, make you lose money, or the market for that item becomes saturated so quickly that you won’t be able to sell more than a few of them at a time before the price falls way below your cost. The following prices will change, but they are provided here for relative comparisons. This data was taken at the beginning of the game. Trade Table (sell/buy): Item: Beluga: Refinery: Touka: Tryton: Velcova: --------------- --------- --------- --------- --------- --------- Thorium -/200 -/753 -/180 -/250 -/225 Refined thorium 206/1450 1000/- 2116/1262 2150/1194 2170/1206 Metal -/120 -/817 -/300 -/480 -/409 Processed metal -/- 1200/- 1700/- 2860/1272 2546/1310 Pearls -/3806 -/- -/2385 -/- -/2410 Copper -/700 -/1031 -/750 -/- -/330 Treated Copper 2590/1750 1480/- 2413/1704 2142/1530 -/- Oxygen -/280 -/247 930/245 -/- 210/107 Purified Water 500/214 -/263 180/- 581/281 550/223 Sea Weed 700/- 1923/847 -/764 -/901 -/891 Kelp Beer 400/- 1450/531 696/449 -/466 995/499 Plankton 80/- -/150 237/101 -/150 305/132 Caviar 2907/1500 -/- -/- 2947/1433 1400/- Medical Sup. -/907 -/890 1500/845 1452/836 810/- Methane 250/122 678/163 110/- -/167 -/137 Tobacco 4120/2236 -/2379 2100/1050 -/2388 5931/2356 Rubber -/741 1094/703 1005/701 650/- 980/671 Cod Oil 676/471 885/485 734/451 410/- 794/441 Lionfish Venom -/5783 13171/5578 -/4635 5200/- -/- 4 POLITICAL FACTIONS Bohine - The laid back, democratic Bohine society embraces the rights of the individual. Supposedly their laid back attitude has resulted in slums and shoddy workmanship, but you’ll never be exposed to any slums and products you buy at Bohine cities won’t have any problems with them. Prices tend to be more expensive, especially at Beluga Basin. Bohine hate the uptight Procha with a passion. The latest rock music from the hottest Bohine bands is piped throughout the Bohine cities. Procha - The Procha are an imperialistic society, complete with a big- brother type emperor who will control organizations like the media when things appear to begin to rebel against the emperor’s rule. They have tight security and really don’t like the Bohine. However, people can only be suppressed for so long before uprisings occur… In any event, the Procha seem to be more efficient at manufacturing so equipment tends to be slightly cheaper than Bohine cities. Tryton Institute seems to be the place where development of all the new gadgets takes place since the newest coolest stuff tends to appear at their marketplaces first. When visiting, expect to hear instrumental utopian music as this is probably the only music that made it past government censors. Brotherhood, the - Kind of like a monasterial cult, the brotherhood own only the Refinery (located on the north east corner of the map). They are pretty much neutral to everybody and are only concerned with the processing of raw materials. They apparently also like to smoke tobacco. Expect to hear mysterious, industrial music when visiting the Brotherhood’s refinery. Pirates - Everyone hates these guys because they hate everyone, including you. They’re a menace to every society. You should kill or avoid these guys at first sight because any encounter with them will sure to be a violent confrontation. They have no city or base you can land at. 5 THE MISSIONS - [Warning: SPOILER!] The missions can be encountered in different order, or skipped all together so I’ve listed the mission alphabetically by title. Following the title I’ve listed in parenthesis: who you get the mission from, what equipment is necessary to complete the mission, and what equipment I recommend to help you in the mission. Remember, during a mission you can’t save your game, and a mission will not be over until you succeed or fail. This means that you can make several stops in cities to repair, rearm, and reconfigure your boat in the middle of missions as often as you like. Allied Sub in Distress (both; need: magnet) - The downed ship is east of the metal artifact on the southern part of the map. It’s actually a pirate trap; the ship is a bomb. But pick it up anyway. You won’t be able to release your magnet because it’s been jammed. Go to a nearby mine and make the mine blow up on top of your magnet causing it to release the bomb sub. Drive far away from the bomb. (Using the mine on the ship/bomb will have no effect, in fact, the pirate voice will just laugh at you.) Aquatraz (both; recommend: ripper) - The pirates have taken over Aquatraz and have turned it into a military installation complete with big guns and an electric field perimeter to protect it. Bohine and Procha will disable the field using Brotherhood technology, just be patient. When the field goes down, head towards Aquatraz and kill any ground turrets. Don’t worry about killing pirate subs because an endless supply of them will keep launching out of Aquatraz. Keep moving at all times because the spinning Aquatraz with cannons will constantly be shooting white ball projectiles at you. After all subs are dead, choose an Aquatraz gun and follow it shooting it with your zapper. Your sub should be able to just go fast enough to keep up with the spinning (counter clockwise looking down). Continue killing all guns. When only three guns are left, Aquatraz will spin at double the rate. Turn around an drive the other way (clockwise) and switch to a more powerful weapon (like the ripper) and shoot the guns as they pass you until they are all dead. Attack Pirate Stockpile (Procha; need: radoff; recommend: whoosh drive) - Head into the south pipe, destroying any pirates you encounter along the way. Descend into the pipe and head down the main pipe. If you encounter bars blocking your path, go the other way. You should encounter a large fan. If you’ll notice, there is a big black button on the left side of the wall. Every time this button is pressed (with your sub) the fan will reverse directions; the blades move slowly as it reverses. Make sure that the fan is turning full speed to SUCK you into it, then press the black button and as the blades are reversing, drive under the fan. There is a pirate base here. Destroy the pirate fishbots, 2 gun turrets on the ground, and one gun turret on the ceiling. Then destroy the base itself. Since the fan is blowing outwards, you should be able to slip through. If for some reason the fan is still blowing inwards, use your whoosh drive and slip past the side of the fan. Bohine Forces: Covert Operation (Bohine; need: big ears, charge launcher, and at least 12 depth charges) - Go hide in the metal cave (brown metal, half buried pipe) north of Beluga. Once there, wait for a blue radar blip to pass you. Just as it does, go out and fire a big ear onto him. If you successfully hit it with a big ear, you’ll immediately hear Procha transmissions. Go back to the metal cave immediately. Wait for the Bohine to tell you to go to the secret base south of Beluga. South east of Beluga is the narrow entrance to the flats. Continue west along the south bank until you hit the west bank. Get your depth charges ready. Head north. There will be 3 vents in a north-south row and the Procha base just east of them. The base will shoot torpedoes at you constantly so keep moving. You have to keep dropping depth charges into the vents when they open. All three vents must be destroyed in order to destroy the base. Each time a vent is destroyed, the base will say, "Oh no! We’ve lost power!" and the vent will stay closed. Bomb Disposal (Bohine; need: magnet, whoosh drive) - Another sabotaged ModelT! Go to the Abyss and then head south. You’ll see a downed ModelT with three green warhead-looking bombs next to it. Attach to one with the magnet and whoosh drive ABOVE the abyss. Release the bomb and whoosh drive back. WAIT for the computer to tell you the bomb will go off in 5 seconds. It will explode, sending concussions to knock you around a bit but you’ll be all right. Magnet the next bomb, farthest away from the abyss and whoosh it over to the abyss and drop it ABOVE the abyss, whoosh back and wait for it to explode again. This last one is different. Magnet it and whoosh it over to the Abyss. Release it ABOVE the Abyss again, but make sure you are high enough that you can drive straight to get away. As soon as you release, you MUST WHOOSH DRIVE away (towards the ModelT is good) because the last one will not give you a 5 second delay. If you are still above the Abyss when it goes off you will die immediately. CIC: Covert Operations (Procha; need: big ears) - The Bohine are up to something. Go to Touka and when you find an orange blip on your radar which is also targeted in your forward view with the green targeting square, follow him and attach a big ear device on him. Once you successfully attach the device, you should hear their radio communications. Stay put and you’ll learn that the Bohine are getting ready for an attack. The Bohine are at the rib cage (actually just west of it). The Procha will tell you to take care of the Bohine. Head over to the rib cage and head west. Destroy all 3 Bohine sub escorts, then take out the large Bohine sub. CIC: Recon (Procha; need: ROV) - Go to Touka Reef. Enter the cave to the east. When you encounter the first fork in the cave, turn your boat around and send your ROV down the left cave. Drive your ROV further down, behind a plant and you should come to an small open area. Don't lose your ROV; if the screen starts having static, switch ("r") back to your sub, follow where your ROV went till the static goes away, then switch back to the ROV and continue. Your ROV should encounter a Bohine base complete with Bohine sub, buildings and gun turrets. Push CTRL to start the recording. Drive the ROV around looking at everything while "REC" is on. When the Procha message says "that's enough, get out of there!" drive your ROV back to your ship as fast as possible. You should have left your sub pointing away from the ROV so as you drive the ROV up it should be positioned correctly behind your sub. When the ship computer says "dock ROV?" say yes and WAIT until your ROV docks; you will automatically regain control. Hopefully the ROV isn't destroyed by Bohine subs. Now get out of there, kill the Bohine hostiles, an go collect your reward. Covert Operations: Defection (Bohine; need: escape pod) - A new type of Procha sub is disabled near the Refinery. Go to the Refinery and go just north west of it. You’ll see a blue blip on your radar, that’s them. Go attach your escape pod "full of fuel and with the tracking device" to them. After the transfer, detach and lead the ship, hugging the north walls. You’ll immediately be attacked by Procha subs, one with an escape pod; so kill them. Lead them along a path south west towards Beluga and completely avoid Tryton and Velcova (go between them). The ship will travel a straight line from where it’s current position is to where your ship is, so make sure there’s nothing dangerous between you two. At around the metal cave, you’ll be attacked again by Prochas, one with another escape pod. Dispose of them. Continue leading the defector’s ship to Beluga. Defend Fishing Grounds (Procha; need: attractatron) - The bone rib cage has a few schools of little fish. There will be a couple Bohine subs that get mad at you but they should be easily taken out. Use the attractatron to lure fish to the fishing boat by turning on the attractatron, driving near the fish, and enticing them with the tail of your sub. Once attracted, go slowly (short bursts of forward thrust) to the fishing boat. Lead the fish into the beam of light, and they will be sucked up. You’ll have get a certain number of fish. It took me almost five schools of fish to complete the fishing mission. Some schools of fish may have wandered from the rib cage, so if you don’t see anymore fish, try the perimeters of the rib cage. Escort Diplomats (both; recommend: whoosh drive) - Meet up with the Bohine diplomat sub at Touka and follow it. Just as you pass the rib cage, your sub will suddenly become disabled and fall to the ocean floor sideways. Don’t panic, your ship computer will fix the computer with some time. However, by this time, the diplomats will have passed Beluga and be captured by a pirate battleship at the metal cave, north of Beluga. When you regain control, whoosh to the metal cave area. You’ll encounter a pirate sub along the way; you can kill him. Continue and you should see the diplomat sub being held captive inside the tail of the pirate battleship. Destroy the top and bottom gun turrets and the diplomats will be freed. You’ll see a cut scene; either Procha News or Bohine TV, depending upon which side you took the mission from. Escort Prison Sub (Bohine) - Accept this mission from Touka. As you leave Touka, meet up with the transport and just follow the flow ship to Aquatraz. Some Procha subs from Velcova will try to attack. Concentrate your fire on the sub using the escape pod. Once he’s destroyed, you can kill the escorts. BUG ALERT! The game may dump you back to windows without the patch available at the Ubisoft Sub Culture web site. Go to http://www.ubisoft.com. Genocide Weapon (both; need: magnet) - This is your first encounter with a walker. North of the bone rib cage is the testing ground. Several subs will be with the walker, so kill them first. Concentrate all your shots at the legs of the walker, do not shoot it's head so stay low and blast at the legs. Eventually, the legs will blow up and the head will be left to float to the bottom. Use your magnet to capture it, and tow it to Touka Reef. You’ll see a cut scene; either Procha News or Bohine TV, depending upon which side you took the mission from. Kill Bohine Queen Jellyfish (Procha; need: repellertron; recommend: FLR- 1000 or 1500) - Go to the cave east of Touka. A Bohine sub will be guarding the entrance to the cave so kill him. Turn on your repellertron to keep the baby jellyfish away. Use your flares to illuminate the cave. You can kill the baby jellyfish and pods if you want. Go right at the fork and follow the left wall till you get to the opening. You'll see 3 Bohine subs chained to the mother jellyfish. The mother will get pissed and kill the Bohine subs as she tries to get to you, but your repellertron will keep her away. Blast her till she dies. Mutant Eel Attack (Bohine; need: escape pod; recommend: repellertron) - A huge eel has supposedly disabled a mining station. Go to the south end where the metal artifact is (the tin can) and head east. You’ll see the smoking mining station and a small, puny little yellow eel will be targeted. Your ship’s computer will comment sarcastically that it’s such a big eel. Turn on your repellertron and kill the eel. Go back to the mining station and the miners will scream, "look out! The eel has returned! It’s right behind you!” Keep that repellertron on and turn around. You’ll see a HUGE eel and he will look mean. Kill him. Attach escape pod to the mining station to get the trapped miners, and head back to Beluga. Mutant Fish Attack (Procha; recommend: strong hull and good weapons) - Mutant jelly fish are attacking Tryton Institute with their electric shocks. Make sure you have a nice tough hull because what you’re about to face are very fast and are not friendly. Travel to Tryton and you’ll see them attacking the city. Try to lure just a few at a time away from the city to take ‘em out in smaller numbers. Neutralize Nuclear Stockpile (both; need: whoosh drive, radoff; recommend: suck-o-matic) - Go to the abyss (east of Beluga) and descend into it. 3 Bohine subs will be there to meet you. Turn on your lights, and get your whoosh drive ready. As you enter the cave, you’ll encounter 2 pirates one at a time down the tunnel. Kill them. There are two more pirates inside the cavern, one on the right and one on the left. Kill them, but don’t destroy the nuclear canisters. Once the threats are gone, you can get the thorium crystals to the left (as you entered the cavern). Get familiar with the cavern; you’ll have a limited time to get out once you blow a canister. I will describe the location of the canisters from the perspective of entering the cavern from the tunnel entrance: 3 canisters are in the far left-forward corner, 1 canister is on the right-forward side, and 2 canisters are in the corner directly right of the entrance. I recommend shooting them in that order. Practice the run before destroying them so you know the optimum path, then go for it using your whoosh drive anytime you’re going straight. Use the whoosh drive when exiting the narrow tunnel as well, don’t worry about the damage from bumping into walls, you need the time. If you make it out, you’ll see the Bohine blow the cave entrance shut. If you don’t make it out, you’ll be sealed in and remembered as a hero, and your game will have to be reloaded. Project Armageddon (both; need: magnet, whoosh drive, ROV) - This is the most difficult mission of all. Make sure you accept this mission from Beluga Basin because it’s the closest to where you’ll need to go and strategically it’s the best place. Don’t pick up the bomb. Go to the pipe north of Beluga. There should be 4 pirates and 2 Bohine and 2 Procha. They’ll start fighting and 1 pirate will go after you and 1 will go after the bomb. Kill these two first. Go back and get the bomb with the magnet. Bring it into the pipe. Face south as you descend the pipe, a pirate will immediately attack you. Detach the bomb and go north, pass under the fan robot and destroy his yellow power pack behind him. Continue north and kill the 1 pirate from the left tunnel, then the 1 pirate and 2 fishbots further north. Get the bomb again and go north back to the west (left) tunnel (it should be square). As it turns and goes south, you will encounter 2 pirates one at a time. Kill ‘em. The tunnel will turn west again and descending from a ceiling passage is a fishbot and a pirate. Kill ‘em. You will approach a circular room. Don’t leave the tunnel just yet. Kill 2 pirates and a fishbot. The last two white blips on your radar are pirates in a room above you. Release the bomb in the tunnel near the entrance to the circle room. In the circle room is the pointed hatch door. The 2 pirates may descend into your room. Kill them if they do. Where you just entered the room, if you face the pointy hatch, another tunnel will be to your right. Enter this tunnel and go up when you can. Watch out for the fishbot. Turn around and enter the room above the hatch room. In the distance, you’ll see a pirate base. If there are any pirates, kill them. Left of the entrance is a black button. Deploy the ROV to continuously push this button. Leave the ROV and return to get the bomb. The hatch should be open. Switch to external view and bring the bomb over the hatch. Face the exit and let the bomb go limp on the chain, but DO NOT RELEASE IT YET. Now get ready. Release the bomb and immediately switch to whoosh drive and get out of there as fast as possible. You have to make it back to the main pipe area (where the fan robot was) in time to win. That’s it! You’ve finished Sub Culture! Fun game but lame ending, huh? Prospectors Wanted! (both; need: suck-o-matic or grappling hook) - This mission is really just to introduce you to the game. Take either a suck-o- matic or a grappling hook (you’ll have to buy the latter) and go prospect for some thorium crystals. Bring them to the Refinery, sell them, and then buy as much refined Thorium as you can. Then go back to the city which you started the mission at and sell the refined thorium. Grappling the thorium will bring in one extra unit of raw thorium. Protect Beluga Trawlers (Bohine; need: attractatron) - This fishing mission is harder than the corresponding Procha fishing mission. Go north of Beluga and meet up with 3 Bohine trawlers. There will also be 2 Procha subs who get mad at you for "fishing in their waters"; kill them. Turn on your attractatron and go near the fish, then turn your tail towards the fish. They should become interested and follow you. Go very slow, (move forward only by tapping your forward thruster), because the fish are easily lost. Lead the fish into the spotlights of one of the trawlers and the fish should be sucked into the ship. As each ship gets full, the trawler will leave and head back for Beluga. After the last trawler is full and returns to Beluga, go to Beluga as quick as you can because more Procha subs will be attacking them. Rampaging Attack Walker (both) - The pirates are attacking with a walker unit. Go to the flats (enter the flats via a narrow strip just south east of Beluga. Bohine and Procha ships will be laying mines and attacking the walker, but they’ll all die way before you can destroy the walker. Just keep shooting the walker with your weapon of choice until it dies. It may take awhile. Rescue Bacau Shuttle (Bohine; need: magnet) - Go to northeast of Velcova to the volcano and you’ll find a downed blue-green sub. Pick it up with the magnet. It looks like a Procha sub, and it really is, even though the Bohine claimed it was their’s. 2 Procha subs will be watching over the downed sub and they will tell you to drop it off at Velcova. If you pass Velcova with the sub, the Procha subs will first say, "hey, this isn’t the way to Velcova." They’ll eventually say, "don’t be fooled, the Bohine are lying! Does it LOOK like a Bohine sub?” You have a choice: you can either change your mission and drop it off at Velcova (for good favor with the Procha) or bring it to Touka (get attacked by the Procha subs and gain favor with the Bohine). Either way, the sub really was a Procha sub. Rescue Minelayers (Bohine; need: ROV, escape pod, torpedoes or ripper) - Go to the cave west of Tryton. Keep taking the right forks in the cave (two of them) till you see a mine. Destroy the NEAREST mine only. Move closer to the next mines but not so close that you will be damaged by the blast. Get your long range weapon ready (missile or ripper), and get the escape pod ready. Deploy your ROV, and send it under and to the right side of the mines to slip past them. You should see the downed minelayer sub to the left. Use the ROV to push the sub far away from the mines. They should say they are far enough away about where the cave colors get bright in one spot. Even so, push them a little farther but don’t take too much time to do this. It’s a hill so the disabled ship will have a tendency to fall back down to the mines. ROV push them and then immediately switch to your ship (push ‘r’) and shoot the brown mines. When the only mines that are left are the silver, robot looking mines, stop shooting; those can’t be destroyed. Immediately drive under all the mines and attach your escape pod to the minelayer. If you did everything in time, they will be able to get on board. Detach your pod before the minelayer blows up. Go get your ROV and leave the cave the same way you came in and get to a Bohine city. Research Project: Mutant Fish (Procha; need: magnet, repellertron; recommend: radoff of at least 60, grappling hook) - Mount the grappling hook. Go to the bone rib cage and look for a blue radar blip; this is the tagged mutant fish. Turn on your repellertron so he doesn’t attack you, and just try and keep up with him. He’ll run all over the place and he’s fast, so don’t lose him. If you aren’t close enough to him when he goes to Touka, he’ll do his rounds again. At Touka, he’ll go into the cave east of Touka. Follow him fearlessly (your repellertron will protect you) until you reach the obvious breeding ground. There should be a metal radioactive canister in the cave and 3 thorium crystals. Use the grappling hook and haul the crystals to Touka. Switch to the magnet and go back for the canister. Pick it up with the magnet and take it to Tryton. BUG ALERT! There seems to be a bug in the Direct3D version of the game. For some reason the canister will not be there when you get to the breeding ground and you won’t be able to complete the mission. This bug does not occur in the software version of the game. You can complete this mission in the software version, and then go back to the D3D version to continue with your game. I was told, but could not confirm, that the D3D version can be completed by searching all of the rest of the cave, and then the canister will show up. Retrieve Hijacked Filters (both; need: magnet; recommend: electro bolt) - This is the longest mission next to the last mission. Go to the cave east of Touka Reef and kill any pirates (follow all right forks). Get the Water Filter device with the magnet and drop it off at Touka. You should be told to go to the caves west of Tryton Institute. Go there, kill a walker at the cave entrance and a walker inside the cave next to the filter (again, follow all right forks in the cave). Using the electro bolt gun makes it easy to kill them. Magnet the filter to Tryton. Next place is the Abyss, east of Beluga. Kill 3 pirates in the Abyss and magnet the filter to Beluga. Last filter is at Aquatraz, protected by several pirates and a pirate battleship. Destroy both top and bottom turrets on the battleship to kill it. Haul filter to Velcova. Save Procha Prisoners (Procha; need: escape pod) - A prison transport ship is leaving Touka Reef and is heading towards Aquatraz. Head towards Touka and you should see one orange radar blip being escorted by 3 or 4 other orange blips. As you approach, only one or two of the escorts will attack you so kill them first. Then kill the rest of the escorts (they will attack as soon as you do). Once the escorts are taken care of, follow or drive just above the transport sub and release your escape pod. It should attach to the transport hull like a magnet. Just wait and don’t engage your engines. Student Sub Trapped in Mine (Procha; need: magnet) - Go to the cave west of Tryton. Follow cave to the west fork, blast the boulder blocking the path, and go deep till you reach the downed sub. Tow it with the magnet and get out of the cave. You will be attacked by several pirate subs. You can release the disabled sub to fight the pirates if you want to, but it's not necessary. Tow the disabled sub to Tryton. Thwart Terrorists (Bohine; need: escape pod; recommend: ripper) - A ModelT sub (looks like a large manta ray) has been hijacked. Accept this mission at Touka. As you leave Touka heading north west, you should see the ModelT heading towards the bone rib cage. The rib cage area is completely littered with round mines. You’re going to have to destroy any mines that the ModelT is going to run into. A ripper gun has the best range and hits instantly, so I’d use the ripper to take out the mines in the sub’s path. It will take 4 attempts for the marines to successfully take over the sub, but don’t attach the escape pod just yet. Hug the top of the ModelT and shoot any mines in its path. Then, just as the sub begins to leave the rib cage (mine ridden) area, attach the escape pod at the TAIL. The marines will take some time to enter, search, and discover it’s "blocked off", reenter your pod, and tell you to reattach somewhere else. By this time, the ModelT will have turned around and be heading right back into the mines. Once the marines are in, detach your pod and shoot any mines in the ModelT’s path. This time as it leaves the mine area, attach the pod on either the left or right wing. Again, the marines are blocked. Repeat for the other side. Again, failure. Now attach to the spine towards the front of the ship immediately; don’t wait for the ship to clear the mine field. As you wait, shoot the mines in the path again. The ModelT will be heading straight for a Touka building. When the marines are successful, the ship will veer away from the building and the mission will be completed. Volcanic Disaster (Procha; need: charge launcher) - The undersea volcano north east of Velcova has started to erupt, threatening the safety of the city. The scientists have determined that dropping depth charges will block the volcano and calm it down. Whatever. Go to the volcano and time your passes over the volcano between eruptions. Watch out, the eruptions are like missile hits on you. Try to stay at the lowest altitude you can above the volcano mouth. It might help to pause a moment as you drop the depth charge so it won’t have any momentum from your sub. Eventually with enough hits, you’ll be told that "it’s almost done" and a few more hits will complete the mission. 6 TIPS AND TRICKS 6a COOL (OR STUPID) THINGS TO DO - There is a tiny hole in the ocean floor, barely big enough for your sub, that you can descend into. It opens up to a small room like cave. Nothing is in it though. - In the Abyss is a cave (which you’ll later do a mission in). Enter it, go down the narrow tunnel, and turn left, hugging the wall on your left. You should come to several thorium crystals. Use your suck-o-matic, though, because they are too big to fit through the narrow tunnel. - There are pearls in the pipe next to the refinery. If you use your missiles, the concussion waves from the missile’s explosion can knock the pearls out for you to collect. - There are three coins inside the tin can - You can go inside the boot. Nothing interesting inside it though. - The tiny crabs are impervious to your zapper, even though they don’t like it. - The oysters will close if you get too close, but will open as soon as you leave. - Blow up the boulders. - Use the shock waves from your torpedoes to move things around. - Shoot fish and watch them blow up into several meaty, bloody chunks. - Attractatron schools of fish then blow them up. Try all different weapons. 6b COOL (OR STUPID) THINGS TO SEE - Watch big fish hunt smaller fish. - Sometimes mutant fish fight each other with their zappers. - Look at the turtles and rays from all angles. - Drive under the city towers. - Go to outside view and try backing your sub into a corner to see inside your cockpit. - Try looking inside the ground vehicles and subs of the wandering citizens. - Try looking inside the pirate motherships when you encounter them. - Look at the sun’s lens flare from several angles. 6C CHEATS [Big Spoiler!] I really don’t recommend you use any of these cheats until you have completed the game. To use a cheat, type the word while you are in your sub in the water. You must type it quickly for it to register. kamikaze: self destruct your sub tonka: increase hull strength refill: repair shields mutant: increase radoff level billy: speed up tick: add geiger counter rinse: go to stage 0 dryer: go to stage 1 cotton: go to stage 2 delicates: go to stage 3 tumble: go to stage 4 colours: go to stage 5 halfload: go to stage 6 didit: mission success bedlk: god mode on haveall: enable access to all missions havesome: enable access to all missions scotty: beam yourself to Touka Reef wonga: give 1,000,000 credits (maximum) imnotluc: ???