Archemidean Dynasty
(Walkthrough)
Deep underneath the ocean, there's no shame
in being a little wet behind the ears. The sub combat in this
game can be a bit confusing, with elements of space sims and
flight sims brought together under 5000 meters of salt water. The
variety of guns, torpedoes, sensors, and turret software thrown
into the mix is enough to have the average land lubber reaching
for Dramamine by the handful.
"Hey, Verne! What is a league anyway?"
This deep under the ocean, the effects of gravity are almost
negligible. However, unlike space combat sims, there is an up and
a down. Most of the time, you'll want to stay in clear view of
the bottom, but on those occasions where you get closer to the
surface, or when you get twisted around (not hard to do if you're
tracking someone above or below you) your instrumentation is your
most reliable guide. Pay attention to the hash marks on your
crosshairs and the yellow "x" on the analog depth gauge
on the right of the HUD. When following a distant nav point, it
helps to lock it into your sensors using the <alt-N> key so
you can keep track of whether it's above or below you.
To keep control of your sub's speed, it's best not to use the
preset speed keys, as you can easily overshoot enemies in combat
or waste time with wide, languid turns. Instead, use the
<A> and <Z> key to scuttle backward and forward as
needed. By juggling these keys and taking advantage of the sub's
lateral drift, you can turn on a dime to dart into a hiding place
or fire at an attacker. Remember too that skimming the sea bottom
will neither damage you nor slow you down, so feel free to drive
with your nose in the silt.
Shopping at Davy Jones' Locker
Don't feel compelled to save your money for a new sub when you're
buying weapons. Vehicle upgrades come at pre-set points in the
plot, regardless of how much money you've got, so spend it while
you've got it. When you're buying torpedoes, pay attention to the
order in which you buy them, as this will be their order in the
magazine. Buy and sell your torpedoes until you've got them
arranged to your liking. Reload times can drag on forever when
you're tailing an enemy sub, and it's important to know what
flavor of torpedo is up next. If you find yourself attached to a
particular torpedo that isn't widely available, always make a
point to keep a spare. You can sell a lone torpedo to an Arms
Dealer and then buy back as many copies of it as you like.
In the more advanced subs which feature turrets, don't bother
buying expensive software until you can afford High or Very High
accuracy. You're better off slaving the turret to your main gun
for the extra firepower. This requires no software, and it's much
more helpful than letting your turrets pop off the occasional
wild shot. Don't forget to give your turrets specific orders at
the beginning of each mission; otherwise, they'll be as useful as
the proverbial screen door on a submarine.
Staving Off That Sinking Feeling
In the heat of combat, pay close attention to your armor, since
it's not easy to tell when you've been hit. Once you've upgraded
to the Gator with its dual MFDs, it's easier to keep up with
armor status. But in the Hiob, you should keep your lone MFD on
your armor display, as it offers more detailed info than the HUD
icon in the upper left corner. It's also important within a
mission to check the message log from time to time, as it's easy
to miss crucial messages which may flash by while you're busy
fighting.
A great tactic combining offense with defense (and one which is
particularly effective when facing swarms of torpedo wielding
subs) is a sort of lobster crawl. Get within sonar range of the
enemy so they start charging you. Then open fire while you're
backing away, turning to keep your front pointed towards as many
of them as you can. When the launch warning sounds, hit the
<g> key to highlight the incoming torpedo. As long as you
keep firing in its general direction, minimal aiming is required;
it's bound to swim into your gunfire and be destroyed. Once it's
destroyed, immediately hit the <l> key to target the boat
closest to your line of fire. Until you get the Zorn with its
powerful reverse thrust, this tactic doesn't work as well against
more than three attackers, as they'll quickly overtake and
surround you. However, even against multiple opponents, it can
help to draw them away from static defenses and trim their
numbers a bit.
Damn those Torpedoes!
Evasive maneuvers should be the first thing on your mind whenever
you hear that calm warning, "Caution, Torpedo." Note
the angle of its approach in the sonar display and hit the
<g> key to check its distance. If it's within 50 meters and
it's approaching from behind, your only hope is to drop a buzzer
and twist wildly. As with missiles in any flight sim, you can
turn inside nearby torpedoes which are approaching from the front
or the side. Torpedoes outside 50 meters give you more time to
react, so drop to the bottom and try to put some terrain between
you and the incoming torpedo. The voxel sonar is an excellent
resource for getting a quick overview of the surrounding terrain.
Be aware that you don't need a hill or canyon to hide; even a
small rise will do nicely. Barring this, you've got time to turn
towards the torpedo and set up a bad intercept angle. Note that
Stanleys (STA in the sonar display) are basically unguided
rockets, so any change of course will foil them, while Thresher
(THR) and Bull (BUL) Sharks can also be spoofed by getting close
to other subs. Save your buzzers for the last moment.
When you find yourself in a furball with a bunch of other subs at
close range, there are a few rules to live by. First, keep your
sonar display zoomed in to at least the middle level so you can
get a clearer picture of where the enemy subs are. If one side of
your armor is weakened, maneuver to keep attackers away from that
side. Second, stay low so you can drop quickly to avoid
torpedoes. A torpedo that misses can come around for another
pass, but if you're on the sea bottom, a miss will most likely
hit the dirt and detonate. Third, concentrate on one sub at a
time unless you're protecting another ship or building. In such
situations, keep changing targets after you drive an attacker
off. You don't have the luxury to fix on one opponent while the
others plug away at whatever you're supposed to defend. And
finally, don't keep an enemy sub targeted once you've destroyed
it. There are a few seconds between the shot that kills an enemy
and the moment it actually explodes. Take advantage of this extra
time to move on to the next target. Once you've administered the
coup de grace, the word "exploding" will appear above
the MFD opponent picture if you've upgraded your sensors.
A Sea Change into Something Rich and Strange
Context-specific upgrades can be extremely effective. If you know
you've got to take out a few ships in a short time, consider
swapping out your guns for a larger magazine loaded with advanced
torpedoes. Conversely, some missions might call for sustained and
concentrated fire, so sell your magazine and buy the best guns
available. Any missions in which you have to destroy structures
or bombers call for Big Bangs. Although they're effective, they
are slow, so be sure to lead them against moving targets. Bombers
can also be attacked with slash and run attacks from the rear;
make sure to jink and twist as you pull away.
If you're short on money and you've run out of side missions, or
if you're just a few dollars short, you can always resort to
gun-running for extra money. Buy weapons and torpedoes cheap at
backwater stations and sell them at Entropoints for top dollar.
The only limit on this income is your patience for shuttling back
and forth. And after dodging torpedoes and gunfire, a bit of
underwater Fed Ex'ing might be a relaxing change of pace.
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