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- Subject: Sub Culture FAQ (post)
- From: gbchoy@taquito.engr.ucdavis.edu (Garett B Choy)
- Date: 31 Jan 1998 01:10:12 GMT
- Newsgroups: comp.sys.ibm.pc.games.action
-
-
- Kung Fu GeckoÆs Unofficial FAQ and Strategy Guide for
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- /___/ \__/ |__/ \__/ \__/ |___||| \__/ ||\\|___| v1.0
-
- by Garett Choy
-
- TABLE OF CONTENTS
-
- 1 Introduction
- a Preface
- b Spoiler warning
- c Background (quoted from UbisoftÆs 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. IÆm 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 wouldnÆt 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. DonÆt worry about
- allegiances, because even if they say they hate you, theyÆll still hire you
- to do work they need to get done. There really isnÆt 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 youÆve
- played it to completion by yourself, or you are stuck and need some hints
- to move forward.
-
- 1c BACKGROUND - excerpt quoted from UbisoftÆs website
-
- ôOut 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...
-
- ôBubba 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.
-
- ôBubba 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.
-
- ôWhere 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 !
-
- ôThis 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...ö
-
- Origin of the sub culture - also quoted from the Ubisoft website
-
- ôA 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.
-
- ôOut 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.
-
- ôMany 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.
-
- ôLiving aboard submarines became a way of life. Within a few generations
- they had forgotten their land origins. The Sub Culture had truly come of
- ageö
-
- 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 itÆs 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 isnÆt 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 itÆs 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, youÆll 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
-
- ThereÆs hostile people in this underwater world and youÆll need weapons to
- defend yourself from themà 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 itÆs quite lame. It has
- terribly short range, but at least it has unlimited use; you donÆt have to
- ever buy ammo for it. The minizapper will have a tendency to ôlock onö 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 itÆs 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 itÆs available. If you donÆt have the money, then get the money and buy
- this weapon. ItÆs 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, youÆll 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 itÆs cost of operation; it guzzles ammo, and ripper ammo isnÆt cheap.
-
- Electro Bolt - I call this the ôball of electric deathö. 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
- itÆs fully charged before firing it again.
-
- Depth Charge - The manual must have been printed before the game was
- finished. These arenÆt the ôbarrel chargesö 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 youÆll 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 whatÆs 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.
- YouÆll get a headache if you use it as your only light source. The manual
- says it ôhypnotizesö 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 wonÆt fit
- in, reconnaissance areas your sub would draw unwanted attention, and to
- operate equipment when you canÆt be there. DonÆt 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 itÆs 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 canÆt 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. ItÆs 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 lifeÆs 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, itÆs
- generally good practice to repair your shields just before your mission,
- especially hostile ones. I guess it should have been called ôhull repair.ö
-
- 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, youÆre about as strong as a
- tank, and with 5 upgrades youÆre almost invincible for any mission.
-
- Radoff - Each of these ôsprayö 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, youÆll 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, youÆll 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 youÆve dropped off your material, youÆll have to enter the city
- for it to be transferred to your cargo hull. Although thereÆs no limit to
- the number of things you can carry in your hull, you shouldnÆt 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 doesnÆt 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 donÆt fight it if you donÆt 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. YouÆll 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 ôca-clang!ö The coins and bottle caps arenÆt 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. YouÆll make the most money selling
- copper, metal, thorium, and cigarette butts at the Refinery of the
- Brothers. While youÆre 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, youÆll 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. (HeÆll 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 theyÆre 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, youÆll 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 crystalÆs
- vicinity. Be warned though, getting too close to these crystals will
- subject your sub to the crystalÆs 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 youÆve
- 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 donÆt bring enough money and arenÆt
- worth the trip, make you lose money, or the market for that item becomes
- saturated so quickly that you wonÆt 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 youÆll never be exposed to any slums and
- products you buy at Bohine cities wonÆt 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 emperorÆs rule. They have
- tight security and really donÆt like the Bohine. However, people can only
- be suppressed for so long before uprisings occurà 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 BrotherhoodÆs refinery.
-
- Pirates - Everyone hates these guys because they hate everyone, including
- you. TheyÆre 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 IÆve listed the mission alphabetically by title. Following the title
- IÆve 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 canÆt 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. ItÆs actually a pirate
- trap; the ship is a bomb. But pick it up anyway. You wonÆt be able to
- release your magnet because itÆs 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. DonÆt 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 youÆll 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, youÆll 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, ôOh no! WeÆve lost power!ö and the
- vent will stay closed.
-
- Bomb Disposal (Bohine; need: magnet, whoosh drive) - Another sabotaged
- ModelT! Go to the Abyss and then head south. YouÆll 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 youÆll
- 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 youÆll 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. YouÆll see a blue blip on your radar, thatÆs them. Go
- attach your escape pod ôfull of fuel and with the tracking deviceö to them.
- After the transfer, detach and lead the ship, hugging the north walls.
- YouÆll 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 itÆs current position is to where your ship is, so
- make sure thereÆs nothing dangerous between you two. At around the metal
- cave, youÆll be attacked again by Prochas, one with another escape pod.
- Dispose of them. Continue leading the defectorÆs 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. YouÆll 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 donÆt 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.
- DonÆt 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. YouÆll 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. YouÆll 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 heÆs 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.
- YouÆll 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. YouÆll see the
- smoking mining station and a small, puny little yellow eel will be
- targeted. Your shipÆs computer will comment sarcastically that itÆs such a
- big eel. Turn on your repellertron and kill the eel. Go back to the
- mining station and the miners will scream, ôlook out! The eel has
- returned! ItÆs right behind you!ö Keep that repellertron on and turn
- around. YouÆll 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 youÆre about to
- face are very fast and are not friendly. Travel to Tryton and youÆll see
- them attacking the city. Try to lure just a few at a time away from the
- city to take æem 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, youÆll 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 donÆt
- 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; youÆll 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 youÆre going straight. Use the whoosh drive when exiting the
- narrow tunnel as well, donÆt worry about the damage from bumping into
- walls, you need the time. If you make it out, youÆll see the Bohine blow
- the cave entrance shut. If you donÆt make it out, youÆll 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 itÆs the closest to where youÆll need to go and
- strategically itÆs the best place. DonÆt pick up the bomb. Go to the pipe
- north of Beluga. There should be 4 pirates and 2 Bohine and 2 Procha.
- TheyÆll 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 æem. The tunnel will turn west
- again and descending from a ceiling passage is a fishbot and a pirate.
- Kill æem. You will approach a circular room. DonÆt 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, youÆll 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. ThatÆs it!
- YouÆve 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 (youÆll 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 ôfishing in their watersö; 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 theyÆll 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 youÆll 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 theirÆs. 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, ôhey, this isnÆt the
- way to Velcova.ö TheyÆll eventually say, ôdonÆt be fooled, the Bohine are
- lying! Does it LOOK like a Bohine sub?ö 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 donÆt take too much time to
- do this. ItÆs 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 ærÆ) and shoot the brown mines. When the only mines that are
- left are the silver, robot looking mines, stop shooting; those canÆt 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 doesnÆt attack you,
- and just try and keep up with him. HeÆll run all over the place and heÆs
- fast, so donÆt lose him. If you arenÆt close enough to him when he goes to
- Touka, heÆll do his rounds again. At Touka, heÆll 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 wonÆt 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 donÆt 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. YouÆre 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 IÆd use the ripper to take out the mines in the subÆs path.
- It will take 4 attempts for the marines to successfully take over the sub,
- but donÆt 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 itÆs ôblocked offö,
- 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
- ModelTÆs 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; donÆt 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 wonÆt have any momentum from your sub. Eventually with
- enough hits, youÆll be told that ôitÆs almost doneö 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 youÆll 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 missileÆs 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 donÆt 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 sunÆs lens flare from several angles.
-
- 6C CHEATS [Big Spoiler!]
-
- I really donÆt 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: ???
-
-